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Messages - joaonunes

#16
Outdated / Re: [A16] Thundercraft's Mods
February 03, 2017, 08:09:54 AM
Quote from: Pepelnica1488 on January 12, 2017, 07:21:39 PM
Very imbalance mod...+200%~ work speed with 2k silver....

How would you build something faster? Screwing the stuff with your hands or with a screwdriver?
Instead of taking 1 minute to place one screw in it's place it would take maybe 10 seconds, which means 600% increase in work speed, so why would 200% for having the "right tool for the job" be unbalanced or OP?
#17
Quote from: NoImageAvailable on February 03, 2017, 05:22:59 AM
Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.

Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.

That would only be a matter of speaking with Sky and working together on the mod.
As you can see the mod's users keep reporting bugs when they are detected and as "sirgzu" said...
Quote from: sirgzu on February 03, 2017, 06:20:36 AM
There is no shortage of people for testing and moving the code to github has made it a lot easier for players to report bug and for the modders to manage bug tracking.

This is probably one of the most famous mods for Rimworld and it's having some problems to stay stable, perhaps you could at least give a hand to skyarkhangel, maybe help him make the mod as good as you'd like it to be :P
Two minds work better than one, and I am sure the community will be glad to help test whatever you want, you just need to release an unstable version and ask people to test it.
#18
Quote from: NoImageAvailable on January 29, 2017, 12:08:45 PM
Not much to give really, when I implemented the ammo system I tried to make sure it retained the old functionality so that if you removed the ammo-related XML entries for a weapon it would act like before the ammo system (i.e. limited magazines but infinite reloads). I always knew there would be lots of interest in a no-ammo patch so I tried to make sure creating one would be as easy as possible. No idea if whoever maintains it right now stuck to that paradigm though, so might no longer be the case.

Either way, it would certainly be better to ensure the DLL side allows for it and pointing people towards a solution than this attitude of "piss off if you want a no ammo version" that I've seen skimming through this thread. The whole point of modding is that people with different tastes will want different things in their game and if a lot of people dislike a particular feature it makes sense to provide an option.

Firstly, as being one of the guys complaining about who keeps asking for a no ammo version, I am sorry if I offended anyone or even yourself, that is not what I meant to do.

Second, welcome back!! A lot of people have missed your presence :D

Lastly, will you return to this mod?
#19
Are there any known incompatibilities between this mod (the robots, to be specific) and the other mods? I have a pretty large mod list and when I press the Activate button on the robots nothing happens...
#20
Quote from: minakurafto on January 19, 2017, 11:09:48 PM
my pawn with synthread (starter cloth) deflect 4 of 5 hit from grizzily bear, is it imbalanced or not? maybe big wildlife need some boost on their claw (armor penetration)? i thought bear should be more scary , or my pawn just lucky

What was the pawn's melee level? I think that skill is related to the probability of dodging an attack, so if it's high enough it should even dodge a bear, I think...
#21
Quote from: Vendan on January 18, 2017, 12:14:12 AM
Should work fine with dead bodies, though the icon rendering may not be right.  And it'll add the component itself as it needs, so no worries there.

Alright, thanks :)
#22
Outdated / Re: [A16] High Tech Laboratory Facilities
January 19, 2017, 04:28:51 PM
Quote from: ADM-Ntek on January 19, 2017, 02:59:54 PM
it replaces the hi-tech research table and comms unit. it worked for me on an existing save however i had to move both since they are smaller and for some reason the comms is rotated by 180°

Alright, with the new minimization def there will no issues at all then :D

Quote from: Pravus on January 19, 2017, 04:24:22 PM
Quick update!  Several people asked for the ability to pick up and move the items in this mod so I added the minification def to all included assets.

Also a few have mentioned that the Laboratory Station and Research Terminal items don't count as Hi-Tech Research Benches when a technology specifically requires the Hi-Tech Research Bench to be researched.  I can't really fix that as any and all research definitions that reference the Hi-Tech Research Bench as a requisite for researching them would need to have some sort of code injected to tell RimWorld that the Laboratory Station and Research Terminals should be considered alternatives and equivalent to the Hi-Tech Research Bench itself.  Doing so would require a time investment as well as the effort to research into how to accomplish such that I just can't spare at the moment.  In order to hopefully make up for that fact I made it so that the Hi-Tech Research Bench, Laboratory Station, Research Terminal and MultiAnalyzer can all link with one another providing a +10% bonus to research speed for each respectively.

Hope this addresses some of your major concerns but feel free to leave any feedback you wish!

Alternative tables would be nice but making them add a bonus to research is cool too, I never had more than 1 pawn researching at a time so... Bonus it is :D
#23
Outdated / Re: [A16] High Tech Laboratory Facilities
January 19, 2017, 01:24:21 PM
Just to be sure, this adds another research table and comms console or replaces the existing ones? That will probably have some impact on the ability to use this mod on existing saves :P
#24
Quote from: coldcell on January 19, 2017, 07:03:31 AM
Is there a way to make my pawn automatically switch to a melee weapon, if they have it?
Quote from: Fafn1r on January 19, 2017, 08:50:24 AM
*snip*
...automatic switching to melee when being hit by melee attacks and when hunted animal is downed. Skyarkhangel, if you aren't too busy... :P

Awesome idea!! :D
+1
#25
Outdated / Re: [A15/A14/A13] Aristocat's mods
January 19, 2017, 06:22:05 AM
Quote from: jmababa on January 19, 2017, 12:17:55 AM
No you don't just change version with xml editor like open office will work

So are you saying that the A15 version is fully compatible with A16?
Even the "unofficial" A16 version someone posted here a while ago has some issues, said by the uploader himself, so I am a little skeptical about being that easy to use this mod in A16 :/
#26
Outdated / Re: [A15] Expanded Traits and Misc Mods
January 18, 2017, 08:43:55 PM
Quote from: TheFlameTouched on January 12, 2017, 12:51:31 PM
It actually works without one, which has caused me to be lazy about it. But ones coming :)

"Why fix what's not broken?" ehh? xD

What will the new version bring though? New Traits?
#27
Outdated / Re: [A15/A14/A13] Aristocat's mods
January 18, 2017, 08:27:58 PM
Quote from: Wellenbrecher on January 17, 2017, 10:33:17 AM
Aristocrat hasn't been online since late September last year ;)

Well... Guess I'll have to download each separate mod individually like in the old days :P I'll probably miss some of his changes at first though...
#28
does this work with dead bodies?

What do I need to do to add this mod into an existing save? Add a line in the "components" list in the save file?

Those are my only two questions.
#29
Quote from: Madpizzaboy on January 13, 2017, 07:26:36 AM
Quote from: joaonunes on January 13, 2017, 05:52:56 AM
For those who want the A16 version but don't use steam:
Go to Hardcore SK Project, download the mod and put only the Darkness-SK folder into your mods folder. It should work just like that.
Just a workaround while he does not update the mod in the forums

https://www.youtube.com/watch?v=oXJvOJNUlCs&ab_channel=LeandroLopes

xDD I saw so much people struggling to get the latest version of this mod I had to help :P
#30
For those who want the A16 version but don't use steam:
Go to Hardcore SK Project, download the mod and put only the Darkness-SK folder into your mods folder. It should work just like that.
Just a workaround while he does not update the mod in the forums