You will have to make this change:
-Fixed <graphicOnGroundRandomRotateAngle>35</graphicOnGroundRandomRotateAngle>
-Fixed <graphicOnGroundRandomRotateAngle>35</graphicOnGroundRandomRotateAngle>
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Quote from: Neocryptorian on May 15, 2015, 04:43:07 PMQuote from: Ninefinger on May 15, 2015, 03:53:37 PM
There are a lot of things that need to be considered when it comes to balance for this mod, You can balance test it using dev mode like i had suggested on my modpack page where you set up a long hallway 2/3 the length of a standard map and use your best traps agains a raid of about 50 raiders, at least half of them shoudl be able to make it to the end with at least half health.
That is the dev mode test, then you need to test with a regular playthrough, how cumbersome it is to actually build enough traps to get to that point based on how much resources they cost or how rare the resource is to be able to get to that tier of trap. or how much power is required to run that many traps. If it is inconcievable to be able to power enough traps to kill a decent size raid that is one way to balance it. How fast the re-fire time is on the traps is something to consider too. but you have to try consider all of these things at once. And you have to have a goal in mind that it is extremely difficult to build enough traps based on either resource cost or if you base it on surface area and you can easily build lots of traps then the damage has to be considered either by re-fire rate or base damage and balance both. then it comes down to powering the traps if they are heavy power sink then you can get away with slightly more damaging traps. etc.
anyways hope this helps.
Not sure how the traps for the moment can be non expensive thou as it's expensive to build without an "free metals mod". And resource loss is high when traps self destroy due to being horded by enemies... (Will look closer into this)
Will experiment with triggering times for a start too.
Good points indeed and you have given me much to think about and consider, while retaining base material values... might even post all trap statistics... have to sleep on this thou.
Thanks for the feedback
Quote from: Haplo on May 15, 2015, 03:58:16 PM
I've updated the Vanilla Enhanced version. It is like your request, only with the weapon base active.
To remove that, just remove everything inside, that has WeaponBase or Turret in it's name.
(Don't forget the Language folder, as there are the files that are throwing your Translation errors)

Quote from: Haplo on May 15, 2015, 07:16:41 AM
So, hotfixed to 1.10.4.
I've addressed the following problems:
-WeaponBase - The manual one is no longer a minified object, the buyable one still is a minfied one. Thanks to Ninefinger for the bug reports.
-Robots - Various bugfixes and some optimizations. Thanks to Canute for the bug report and tips.
-RechargeStation for MAI is no longer a minifiable object. I've seen that there is the same problem as with the WeaponBase.
Hopefully now I've fixed most problems.
Quote from: Nimrod on May 15, 2015, 04:42:25 AMQuote from: Ninefinger on May 15, 2015, 04:05:56 AMQuote from: Nimrod on May 15, 2015, 03:42:13 AMQuote from: Ninefinger on May 15, 2015, 03:14:44 AMQuote from: Nimrod on May 15, 2015, 03:11:33 AMQuote from: Ninefinger on May 15, 2015, 01:20:52 AM
Great idea, i implemented this into my modpack directly into superior crafting. And gave you the credit you deserve in the changelog. Thanks for this!
I also took the 4 slot rack from Aparello and modified it. Looks good, maybe have a look yourself.
Yeah i will be going through apparello this weekend to attempt to fully integrate it with my modpack. Fingers crossed no promises lol
What I did: I integrated their "standard" clothing and removed the craftables, tables and research - this takes very little time.
Im kind of stuck on a fence as to what to do because i already have recipes to craft power armor and armor vest and stuff in superior crafting, but apparello uses a unique way of making these items along with other items. so i just dont know if i should incorporate the vanilla armor into apparello or do as you suggested and remove all crafting from apparello. and just use the standard clothing and make all the apparello standard clothing craftable at the tailors work bench. Also as im going through apparello i noticed that the recpies to craft the muffalo hats takes corpse instead of muffalo leather so im going through and making those changes right now.
Yeah .. I didnt see any benefit to add the extra gadgets and stuff from aparello, since it only adds "craft-clutter" and since you already got a lot of new ressources in, it seemed unnecessary. schematics are a nice touch, but I removed the whole thing as I said.
I personally would not make EVERYTHING craftable - that would take away a lot from having traders in game - just put the aparello stuff into existing ThingsCategories and in some TraderKindDefs so that existing traders bring them (should take about 1 hour max if you remove the craftables).
But I like your mod, and the things I would do differently ... I change myself![]()
so its cool whatever way you choose.
Cheers
Quote from: Nimrod on May 15, 2015, 03:42:13 AMQuote from: Ninefinger on May 15, 2015, 03:14:44 AMQuote from: Nimrod on May 15, 2015, 03:11:33 AMQuote from: Ninefinger on May 15, 2015, 01:20:52 AM
Great idea, i implemented this into my modpack directly into superior crafting. And gave you the credit you deserve in the changelog. Thanks for this!
I also took the 4 slot rack from Aparello and modified it. Looks good, maybe have a look yourself.
Yeah i will be going through apparello this weekend to attempt to fully integrate it with my modpack. Fingers crossed no promises lol
What I did: I integrated their "standard" clothing and removed the craftables, tables and research - this takes very little time.
Quote from: Nimrod on May 15, 2015, 03:11:33 AMQuote from: Ninefinger on May 15, 2015, 01:20:52 AM
Great idea, i implemented this into my modpack directly into superior crafting. And gave you the credit you deserve in the changelog. Thanks for this!
I also took the 4 slot rack from Aparello and modified it. Looks good, maybe have a look yourself.
Quote from: Haplo on May 14, 2015, 04:51:04 PM
Hmm I'll look into it tomorrow. I have tested it for the drop out of the weapon. Don't know what happened there![]()
Hmm I hope the menu problem isn't a new minified problem..
But if it is, then the manable weapon base won't be minifiable for much longer..