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#31
Quote from: Dodging Rain on January 07, 2018, 07:50:23 PM
Quote from: TryB4Buy on January 07, 2018, 01:53:29 PM
The solar flare mod works for all electric buildings except the comms console which still says "cannot use (solar flare)".

It did say in the game description that radio communication still doesn't work, I believe.

Exactly, it's intentional. Wasn't completely trivial to implement, either.
#32
Bricks Don't Vanish

Description
A collection of tweaks (found in Options -> Mod Settings -> Bricks Don't Vanish) for construction and deconstruction material returns and chances. With default settings, does nothing.

Does not require a new colony to add, tune, or remove.

Preview image by Shotgunfrenzy. Alternative Workshop image by Shinzy.

Available tweaks:
  • Notify on failure: toggle notification in upper left corner whenever a colonist fails while constructing a work-heavy building.
  • Failure rate multiplier: flat multiplier to default failure rate; doesn't affect stat inspection panel. Set to 0% to disable construction failure.
  • Wasteless failure chance: sets the percentage of construction failures that will not result in loss of materials. No real effect if "Failure materials return" setting is 100%.
  • Failure materials return: scales amount of materials returned on construction failure. 0% for none, 100% for full return, etc.
  • Deconstruction materials return: scales amount of materials returned on deconstruction. 0% for none, 100% for "full" (refer to below setting) return, etc.

Available languages:
  • English
  • Russian

Contributing new translations: make a pull request to source repository.

Download

How to install
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in mod menu in the game.
  • Configure to your liking in Options -> Mod settings -> Bricks Don't Vanish.

Buy me a coffee!
#33
Quote from: Harry_Dicks on January 02, 2018, 04:00:58 PM
<snip> especially since the author of Quantum Storage said there aren't even plans for a B18 release. :'(

I'll just hijack this real quick: I said, per your question, that there is no ETA on B18 version. I also said, earlier in the thread and on Workshop, that after first round of B18 updates for my other mods I'll begin work on proper RT Quantum Storage update - which is exactly what's going on. To reiterate: it's coming, but I can't promise when.
#34
Quote from: Harry_Dicks on December 30, 2017, 05:01:39 PM
Is there a rough ETA for B18 Quantum Storage?

No.
#35
Quote from: Canute on December 12, 2017, 03:04:05 AM
Yes, the relay is a quantum teleport pad.
But it don't give a pawn access to the mainstorage.
It teleport the allowed/selected item on the relay pad, and surrounding item to the stockpile.
2 relay pads behind the cook, one for all meat, one for all vegs., can reduce the hauling for mats.
But the material on the relay don't got a cooling and still rot.

That's how the old version works. "Remake" I've been teasing via gifs showcases proper access from a distance: pawns can pick up all items in the stockpile while adjacent to the relay, and send items back to the stockpile by inserting them into the relay, no extra stockpile zones needed. Fully integrated into pathing systems, of course: if a colonist can get an item that's 10m away from a relay that's 5m away, they'll navigate to the relay, etc; it was harder to implement than it may sound.

It's one of the most dramatic consequences of how the new architecture works (that I got working so far, that is). Due to zealous internal decoupling it's possible to easily mix and match various storage types (ie, classic quantum stockpiles, deep storage, etc), introduce new ones, and even chain and nest them. For example, inserting steel into a relay tuned to an array of quantum stockpiles that has a connected deep storage set to store steel will send that steel to the deep storage first.
#36
Quote from: frenchiveruti on December 10, 2017, 07:33:08 PM
May I ask what are you planing on introducing into RT QS rewrite? New mechanics or a better performance on the mod.

Both.

There are long-standing issues in the mod, some of which I couldn't even reproduce, let alone not-blindly fix for good, and current basic architecture of it imposes a rather low performance ceiling - one which it pretty much hit a while ago. Couldn't make any of this better without major changes, so decided to completely rewrite it with the new things I've learned since creation of the original.

This presented an opportunity to re-imagine how the mod works at it's core. Original design is the way it is largely because I wanted to keep it as unobtrusive and non-invasive as possible, and that limited what I could do greatly. Now, with tools such as Harmony, greater things are possible.
#37
23.11.17 CHANGELOG:

  • RT Fuse: updated to B18, added Korean (Coldmoon) and Spanish (anonymous maybe) translations.
  • RT Power Switch: updated to B18, added Spanish translation.
  • RT Solar Flare Shield: updated to B18, added Korean translation (Coldmoon).

Let me know if anything breaks, of course: the faster you do that the faster I can fix it. Have fun!

P.S.: now working on the RT Quantum Storage rewrite. Grab B18 port by Killface1980 here if you're impatient.
#38
Timing of RimWorld updates follows Murphy's laws to the letter, I'll tell you that. Just finished fixing up my rig to a state where I can do work on it (it's not fully done yet), and now I have like 15 minutes until I have to leave to the airport - business trip, a couple of days.

Managed to update Mad Skills and take a look at RT Fuse. By "take a look" I mean churn out a pre-release version: find it here, but bear in mind - I haven't as much as loaded a map with it, completely untested. If it breaks - good, post logs here; if it doesn't - break it, then post logs here. Have fun!

If all goes well, there will be updates for everything by next weekend. Except RT Quantum Storage, but, there are straight ports available here: all credit for that goes to Killface1980 (I didn't have the time to try those out myself, so don't come complaining about them). Not giving up on my plan to rewrite the mod just yet, core codebase I already produced is still relevant (look earlier in the thread for sneak peeks).
#39
Updated, also included a couple new features (that spent like half a year kicking about my github, just because I didn't want to break yall's configs), check main post for details.
#40
26.06.17 CHANGELOG:

  • RT Solar Flare Shield: rewrote for efficiency, recompiled for latest, added Spanish translations.

Still working on quantum stockpiles; getting swamped at work, and lost a weekend to Prey (which was shockingly good). Might do quality passes on other mods too, first.
#41
Implementing that isn't hard in any way, I've done much more complex things in my other mods. It's simply not in the scope of Mad Skills - even that not-yet-released feature knocking about my github is quite beyond that.

But, as long as we're talking about what kind of skill leveling/de-leveling system would make sense for RimWorld... I'm veering towards how Dwarf Fortress does it: skills are increased by using them and never decrease, but they go "rusty" over time without active use, placing a temporary reduction on them (I can't recall the maximum magnitude of it, could be as far as 100%). This rustiness starts going away as soon as the skill is used again, at a rate far greater than when it was learned in the first place. Such a system allows continuous progression while still penalizing inefficient specialization.
#42
Right, forums are not notifying me again, sorry for delay in communications.

Quote from: monada on June 05, 2017, 04:49:52 PM
Hello, i've got some strange problem. I have solar flare shield, and when its solar flare its lagging very bad. Can anyobe help me?
Blocking SolarFlare!
-snip-


I know of that one, will be fixed in next round of updates.

Quote from: Raf's on June 07, 2017, 06:03:33 PM
Any ETA on the quantum storage mod?

Don't like giving ETAs... Working hard on it though, here are a few teasers:

deposition (takes a while to get going)
retrieval 1
retrieval 2

Was about to record a combined one, with separating walls for effect, but ran into issues. Not quite ready yet it seems.
#43
Quote from: marton on May 30, 2017, 12:31:12 PM
Hey man, fantastic mods!

Have you thought about making quantum relays work across different colonies on different maps? I don't know how feasible this might be, but it'd really make small bases set up just for mining viable.

I know it'd be OP from many angles but it'd certainly complement my playstyle.

Having said that, is there a rough ETA for the A17 version?

I was thinking about something like that, yeah. If I ever get around to it, probably will implement that as a separate addon, one that can function either independently or in tandem with quantum storage.

Hopefully, A17 update will be ready before weekend.
#44
30.05.17 CHANGELOG:

  • RT Solar Flare Shield: updated to A17.
  • RT Solar Flare Shield: reworked main logic - now a Harmony-powered detour instead of fake solar flare shenanigans.
  • RT Fuse: tweaked def patch xpath to be more efficient.
  • RT Power Switch: updated to A17.
  • All mods (except RT Quantum Storage, yet): added a research tab, common across RT Mods; finally credited duduluu with Chinese translations (whoops).
#45
26.05.17 CHANGELOG:

  • RT Fuse: updated to A17.
  • RT Fuse: fixed the explosion formula (thanks spdskatr).
  • RT Fuse: outsourced incident worker swapping to a def patch; no more faulty first runs.

Rest of the mods are following soon.