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Messages - Frazzles

#1
General Discussion / Re: Thrumbo Dumbos
April 10, 2016, 11:17:16 AM
Slow? They move faster than colonists!  :o

(4.61 vs 5.25)
#2
General Discussion / Thrumbo Dumbos
April 10, 2016, 10:34:35 AM
As fearsome as Thrumbos are, there's an easy way to kill them - once they fall asleep, build a small structure around them, and wait for it to die of malnutrition. This way you can also keep it on the map if you want to try taming one since it will inevitably take numerous attempts.

I would almost say this is an exploit considering the resources a Thrumbo gives - and belittles what I'm certain Tynan was aiming for with the entire endgame creature persona.
#3
I would start with getting more familiar with the xmls and everything Def, and knowing what you can mod in those, and what is buried in the core game files.
#4
Quote from: SilverTitch on March 04, 2015, 07:07:12 AM
https://ludeon.com/forums/index.php?topic=10908.0

A mod to repair clothes. haven't gave it a proper try myself yet but i assume you can repair armour.

><

Yes thank you Silver. The mod wasn't released when I first posted this request but I am using it now combined with a few personal tweaks (I changed all apparel to have x10 their original health, and disabled deterioration for nearly all items)

Quote from: raul1212 on March 04, 2015, 01:18:19 AM
changing the xml files didnt stop deterioration for me :/ altho i am not sure if i did it right since there was only one variable mentioning it per xml :/


Changing Deterioration from 1 to 0 will stop deterioration for items placed outside/in the rain, but it won't stop damage-over-time nor protected damage for apparel.
#5
Quote from: kingtyris on February 28, 2015, 10:20:40 AM
Love this mod so much! But is there any way we can get the devastator turret to require shells as well?

This can be done quite easily with xml editing; add
<turretShellDef>ArtilleryShell</turretShellDef>
inside  <building></building> of the devastator mortar and I think replacing "ArtilleryShell" with any item works as well.
#6
I found the deterioration in the xml files (ThingDefs folder). I just changed all the rates from 1 to 0 for armour and weapons.
I think I might have found the code for absorption damage in the actual Rimworld code, but I have no idea how to make the folder a .dll again  >:( >:( >:(
#7
Help / Re: Alpha 9 Modder Stuff
February 24, 2015, 12:08:29 PM
Does anyone know where the location of the code for armour degradation over time and armour taking Health damage from absorbing damage is?
#8
Excellent stuff Marnador! +1 from me.

Definitely an interest. I have the DefendThatColony! mod that adds moats, but they have a kind of strange graphic that doesn't quite fit with the in-game water, and the path cost is 500, which I feel is a little over-the-top.
#9
Long story short: I greatly dislike the way armour is now a completely downhill battle. Saving up 26000 silver for a legendary Power Armour and then having it wither away to nothing for no reason is extremely bothering. Between all the micromangement already in the game, I was so annoyed with the new armour system (especially since there is no way to repair it) that I just left all my colonists naked for the rest of the game. The fact you don't always get items at 100% health is already an adequate enough way to balance things in my opinion.

Disabling deterioration outdoors is simple enough but I can't figure out how to disable wear or absorption damage. I long to have back the older armour system for the sheer sake of playability.

If anyone can do this, I'd really appreciate it.
#10
Outdated / Re: [MOD] (Alpha 9) Fireproof Conduits (v1.0)
February 22, 2015, 05:03:22 PM
I agree it defies logic, but the closest popular fireproof material I could think of (asbestos) is more of a mineral than a rock, and since minerals can be mined, I chose metal instead of gold or plasteel.
#11
Outdated / Re: [MOD] (Alpha 9) Fireproof Conduits (v1.0)
February 22, 2015, 12:39:03 PM
Whoops. Sorry, that was what I was originally working on, inspired by the very pleasant mod by Temeez. However I wasn't clever enough to do what I originally wanted, so it became this instead. Fixed now.
#12
Outdated / [MOD] (Alpha 9) Fireproof Conduits (v1.0)
February 22, 2015, 12:28:02 PM
It always bugged me how the only way to connect other geothermal generators was either through a conduit wall (which enemies would bash through) or a ground conduit.

Ground conduits work in most cases but fair terribly against lightning storms. I got fed up with my colonists running halfway across the map to beat out a fire on the conduits so I made this simple mod.

The conduits look exactly like normal conduits and function exactly the same. The only difference is they have a flammability of 0% and they take 3 units of metal instead of 1 unit to create a single conduit. You also need to research fireproofing beforehand (700 points worth of research). The fireproofed conduits also take slightly more work to make.

Keep in mind this does not prevent actual damage to the conduit, it just prevents fires from creeping all over your precious wattage line. If you want to stop colonists from running out to repair these in the event a lighting strike does hit the actual wires, you should remove them from the home region. Even over a long game, its unlikely that lightning will the strike the select area so many times that you'll ever have to actually repair it, unless you have a mad amount of wiring. The less wire you use, the safer.

Feedback is welcome.

Download v1.0
https://www.dropbox.com/s/d8k4rr255xu66vz/Fireproof%20Conduits.rar?dl=0



Known Bugs:
Occasionally fires seem to still burn on the ground of a cell that fireproofed conduits occupy. The conduit takes no damage but the fire will still burn.
#13
Fantastic mod, probably my favourite one out there.
Especially love how it follows the vanilla aesthetic.
The one qualm I have is that the Rocket Complexes ought to take some kind of ammunition (shells).

I would also suggest that the firing time be increased to 40-60 seconds to bring it in line with the default (and somewhat useless) mortar, since it is far superior.
Another small quirk is that devastator is spelt wrongly (devestator).
I think the precision turrets are still quite overpowered in terms of damage. Maybe 30 is better? Or else make the reload time around 10 seconds.

I was able to edit all of the above to my preferences except the ammunition taking.
Figured it out

I edited your mod heavily to my preference, thank you for making such a great mod!

EDIT 2: