Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - JadedApprentince

#31
This isn't exactly what I'd call a great base. It has some major concerns that I have.
Just a side note: I always try to construct bases inside mountains because of the improved defense and cooling that comes with it, not to mention the amount of stone chunks you'll get to fuel construction.

Like many said before, wood isn't a great material to build your base out of. I only use it for temporary structures and use stone as my primary building material, using steel as a back-up. That base will probably burn down within a day (rimworld day) if not dealt with properly or quickly, so that really messes with the design.

Another thing is the layout, you have lots of redundant space, but your colonists' rooms are quite small compared to it, so you should try and focus on making your bases more compact, and THEN expanding when you need it. Also your generator and battery room is not connected to the interior of your base, never have it like that, because that will get targeted and burned, making you loose power to your base. Using wind turbines in those kinds of areas aren't great unless you place them near your crop fields since they will be most effective there where trees won't get in the way, otherwise use solar power since you have batteries anyway. Cooler placement is okay, if you were planning on using the exhaust from one cooler to heat your base, you'll have to use vents and have them connecting every room.

Like I said, make your bases more compact, you've got a giant workshop already, you should move most of your base's equipment into that room so its all easily accessible and manageable. I also recommend combining your laboratory and hospital into one room, it looks better and you'll save space and resources by combining them. Get into the habit of placing power cables into walls, it saves space, beauty, and is far more protective than having them lying on the floor.

If your going to make double layered walls, you might as well remove the wood ones and replace them with stone/steel, its just better and you won't risk fire spreading as much compared to what you have here. Your defensive positions are poorly spread out, raiders will attack from all sides, and you don't have positions around your base. Remember that kill boxes aren't really effective strategies anymore. Traps are dangerous to both raiders and colonists, I recommend not using them unless you can trust that you can use them safely.
Also your Multi-Analyzer is too far away from your research bench, they need to be nearby for it to work. 

Last, but not least: Make combined storage areas, separating items like you have set up is just a pain to manage and costs far to many resources than its worth it. You can build one large warehouse with separate stockpiles laid out, but that way you can modify the stockpiles accordingly as you gain/loose items in their respective sections.

Overall you seem to understand the systems for building, but you've gotta get used to thinking of building in ways that benefit you (and your colonists) the most and what purpose they will need to complete. Wood is more of a temporary building material, its not designed for long term anyway, so using it while you construct your main base is a good idea, but making your main base out of it isn't a great idea unless you've got nothing else to use.
#32
Do you plan on making more cannon/shell based turrets for us to use?
I was working on a modification of your original CR mod that included some changes and new content such as a 105mm artillery piece to go with the 90mm already given to us. I personally love those to death and seeing something similar to what I was working on would be awesome.

Love your mod, I just wish that @Tynan would just put this into the game and have you help work on it. I am just sick of the vanilla combat system and how silly it is.
Standing two feet away from your target shouldn't allow you to miss, its just dumb. So I love this mod for actually doing a great job of accurately portraying combat.
#33
Quote from: Quatrosss on December 28, 2016, 10:30:04 AM
He was so satisfied about finishing his work that he forgot about down link
True that!

Quote from: Mattx0x on December 28, 2016, 12:23:04 AM
More information on what was taken out and replaced would be useful. I have enough trouble as it is with the compatibility
Sure! Over time I'll make sure to keep anyone wanting to see changes made, or at least now what will be the differences from using the older Combat Realism.

Quote from: Adalah217 on December 28, 2016, 10:23:27 AM
Is there a download link or...?
Sorry! Reread the post and you'll understand.
#34
Due to a number of reasons, mainly that school is coming back soon, I will have to put this project on hold since I won't have tons of time to work on it. Until then, please use Combat Realism for A16 since it is now released. When this mod, or a remake is done, it will appear on the releases topic when that is. I have no idea when that will be, so I can't give a date or estimate.

<!-----------------------------------------------------------------!>
!IMPORTANT! After testing, this mod has some MAJOR flaws that may prevent the user from generating a world, plus a large amount of coding error due to unknown type that I will have to create my own simplified model from scratch. Therefore, until ALL current errors are fixed, I will have to keep the Nexus mod link out for now. On Nexus mods as well it is also hidden so that I can fix this.
Sorry, I'll try and fix this as soon as possible!

<!-- 12/31/16 --!>
I already got some great ideas on how to ammunition will play out in this mod, compared to Combat Realism:
-Ammunition will be in rounded measurements and would usually be not historically accurate, meaning that the weapon names WILL be different than the CR / Vanilla name, such as this example:
7.62x51mm Survival Rifle to 8x50mm SR-2
So ammunition will be different, but similar to the original round since I'm going to say that the use of charge technology has made traditional ballistics look for an easy standard for ammunition and firearms. So the 8x50mm round is 1mm shorter than the old round, but is now 8mm in diameter, so the ballistics of the round stay roughly the same. Also an important note is that the type of ammunition will be changing the cost requirement of the ammunition. This is roughly saying that 100 rounds of AP ammunition would require more steel than the 100 of rounds of FMJ ammunition.
-I may look into creating a specific furnace or similar forging application for the creation of plasteel, and other metal alloys that I plan on creating, such as High-Strength Steel, which would be used in firearms or in creating strong steel structures. I might also see about an ultra strong material that uses plasteel and gold/silver + the synthetic parts (that might be revived).
-If synthetics are revived: There would be a light, slightly flexible material that can help bridge the gaps between steel/wood, stone, or plasteel structures since it can be grown(Synstem) and is quite strong, but in order to be made into a wall for example, it takes time and materials:
Synstem fibers > synthetic sheets > synthetic plates > structure or other object
Synthetic plates are used in high durability structures or in certain recipes/uses, but some will require synthetic sheets, which can also be used in some armors.

Note Modders:
If you want to use my mod in a mod pack or create a modification of it, please contact me BEFORE so that I can give my permission before you continue, this goes especially for modifications.

[attachment deleted by admin due to age]
#35
Quote from: Telefonmast on December 15, 2016, 07:28:53 AM
Sorry for the absence!
I am struggling with studies and get very little time to check on here!
So let me answer your replies.

That is something I have been thinking about!
I wanted to use the idea of light in RimWorld as a way to spread radiation, also values like temperature in closed-up areas could be of use to determine (concentrated) radiation levels.
The half values are a good idea, but I need to look deeper into that, as I personally don't think it's too good to make it go through walls (especially as I don't know how to make that happen - maybe give every type of wall a "vent" ability but for radiation instead of temperature)
But first I want to keep that for the last step.

Thank you! I will write you a message with more contact info.
I really need some help with the coding as a lot of it is tedious to do and I'm getting confused with C#.
And yes, the refine ability could prove some use in getting resources but I need to think about that a bit more.
A16 really gives more opportunities to this mod, so spread will surely be an important part of it.

Tiberium will definitely be in need of being refined, but don't see it as an ore!
The only way of getting it is with a special event or starting a colony in red- or yellow-zones.
It will constantly be radioactive as there is no way to go around that, it's an extraterrastrial mineral that can only be eliminated by either taking it apart (in the refinery), destroying it with sonic waves or storing it in special containers in it's liquid state.

Don't worry about it, I'm sure lots of modders including myself are getting ready to do finals or other important school studies. Good luck to you, and thanks for replying to the comments.

Your ideas around the use of light and vent code to modify walls and radiation seems good, just will take some time to set up.

Thanks for clarifying on Tiberium's properties.
#36
Quote from: Profugo Barbatus on December 14, 2016, 05:43:25 PM
Lore wise, Tiberium is valuable because it does have concentrated resources in it. I could see letting the player refine Tiberium into some basic resources and byproducts. If I remember correctly, a small percentage of its composition is just "unknown" so there'd be a bit of leeway in so far as what we let them refine it into.

I'd also be fine with making Tiberium unstoppable. With A16, players have the option of evacuating their bases. So if the Tiberium event triggers, and they can't control the spread, they can vacate. Combine that with its refining potential, and it could turn into an interesting risk/reward of keeping tiberium to mine, without getting out of control.

I like the idea behind the risks of tiberium, it would be pretty similar to how we handle uranium today, or it can be modeled after thorium, which is much more abundant and produces less waste than uranium. The risks of radiation exposure to colonists or pets could really make an area devoid of life, especially if not handled correctly.

I think that it would be good to also require that the tiberium be required to be refined before it can actually be used. Raw tiberium would also be slightly radioactive because of specific isotopes, like in uranium. Uranium 238 is mainly stable and Uranium 235 is unstable, giving off most of the radiation inside a radioactive uranium source like ore or refined bars. Raw tiberium could also follow this same principle, making the ore slightly radioactive posing a risk to those that build mountain colonies or mine carelessly using unprotected shafts. The refining process could also add a centrifuge or similar refining machining to purify the tiberium.
#37
This mod is now finished, and a new post has been created in the correct topic, found here:
https://ludeon.com/forums/index.php?topic=28757.0
#38
This seems pretty cool from an idea perspective, and your mindmap does point out some great ideas, in fact I've also been thinking about adding other resources such as titanium and aluminum for use in my mod, but I'm not sure.

It also is interesting that this is the first mod I've seen that might actually depict radiation exposure, and like you said, I don't think this is going to be simple XML code. C# might be needed to actually get it to spawn and its effects, particularly the radiation. Next, onto radiation:

If you do decide to put in radiation, it would be pretty cool to see it go through walls and rocks if you want to get into it, only using a formula, using the idea of "Half-Value Layers."
Also that would mean the fact that storing it in a general stockpile would irradiate all the items in the room in a nice bath of warm radiation. Okay, back to H.V.L.:
If your trying to protect something from a radiation source, specific materials will have a different attenuation amount for radioactive exposure, here's the set up:
Source:                      Steel / Lead Plate
Iridium-192 ----------> |||||||||||| -----------> Object
As the radiation hits the plate, it will lose energy (attenuate), every time the radiation level becomes half of the past amount (1>0.5), counts as a half-value layer. For steel this is 0.50 inch, or 12.7 mm for metric users, for lead this is 0.19 inch, or 4.8 mm. This would be different for materials in the game, even uranium is pretty good at blocking radiation surprisingly. Just a thought if you want to make realistic radiation exposure, something you can probably just create off of the toxic buildup code.

Anyway, good luck, this mod shows great promise. Who knows, maybe this might be put on uranium in the vanilla game!
#39
Unfinished / Re: [A15 WIP] Universal Weaponry Expanded
December 08, 2016, 07:11:26 PM
Quote from: Kapun on December 07, 2016, 10:23:19 AM
JadedApprentince, hello
As i got it from your posts you have some experience in C#, right?
I would like to make a joint project with you. The main idea is to add/rework the armor so it can opose the new weapons. I have already did quite some work but i have little experience in codding. Main point that require codding:
1) Adding armour that would both head and torso (complete suit). Unfortunatly it requires a new graphics class to work.
2) Making advanced armour have charge. It could be done like oxygen in envoronmental suits as in Mars mod (https://ludeon.com/forums/index.php?topic=25926.0).
3) Making some heavy weapons only work with advanced heavy armor. They could also use energy from armor's batteries to fire. (i mean spacer age weapons and armor)

If we could do all this the result could be awesome. Please say if you could help me with the project and say how much can you code in C#.

I actually don't have any experience in C#, only in XML coding. I basically right now am only working on the XML files, so essentially the original files from CR and the C# code that came with it is still untouched by me. If needed I might take a look at that C# code, but right now the project only requires XML code for actual items.
#40
Unfinished / Re: [A15 WIP] Universal Weaponry Expanded
December 04, 2016, 09:22:09 PM
Quote from: Razzoriel on December 04, 2016, 03:41:54 PM
I'm also doing CR, but since it's currently bugged, I'm not adapting the mod to it; first doing it without CR, then with it.

CR has fixed versions, there is two fixed versions that you can download, one from Github and the other in the Steam Workshop. :P
#41
Quote from: AlyxMS on December 03, 2016, 08:08:11 PM
As the title says, I use transparent .png textures and there are always white edges around them in-game.
How do I remove them?
Or should I use DDS instead?
I have this same problem too. Did you use Paint to make them?
#42
Unfinished / Re: [A15 WIP] Universal Weaponry Expanded
December 03, 2016, 10:34:57 AM
I don't know about it, it seems like too many.
The main thing behind this mod is that it adds a variety WWI/WWII/Modern weapons, but not so many gun that its choke-full of them, so sorry no.

Also I already am coding up many of the weapons I made/am making using the Combat Realism code, so they will be using ammunition, which you didn't specify if you were also doing the same thing.

One of the guns that I have almost finished is the MG-151/20, which is going to be a fun weapon to use, only really heavy, at least the 20x82mm cartridge is something, lol.
#43
Quote from: Shinzy on December 01, 2016, 06:10:47 PM
Quote from: JadedApprentince on November 28, 2016, 06:22:20 PM
Here's a copy of some of the mod data, it won't let me directly post the whole folder, but the XML code and a PNG is there to look at. If you need anything else let me know.
Ok Thanks

Ah, I do think you'll have to either A) remove the ".tex" from the filename
or B) add it to the filepath <texPath>IonicPistol.tex</texPath>

you only need the .png there
Edit:(apololpollopologies for the late reply! I've been a bit busy)
#44
Unfinished / Re: WIP[A15] Superior Crafting Revived
November 30, 2016, 07:00:55 PM
Quote from: demeggy on November 10, 2016, 12:41:00 PM
Woop, a decently indepth crafting system! DL's...
None of its really new, except for the Drug Lab.
This mod was all the rage back in A13 I believe, was really great for mid-game since you could basically craft synthread and hyperweave really early on if you focused on growing cotton and devidstrand, plus getting the plasteel needed. Also allowed for crafting medicine before you even could in the base game, so it was a real game changer.
I do agree though, it will need some serious work to remake everything, even the textures would be better with some tweaking.
Good luck to you kaptain!
#45
Unfinished / Re: [A15 WIP] Universal Weaponry Expanded
November 30, 2016, 06:42:38 PM
Quote from: Razzoriel on November 30, 2016, 09:52:08 AM
Just for the record; I'm doing something very similar to what you're doing right now. If you'd like, I can merge your EWE and give you the credit.
If you can link me or point me toward your project, that would be great.
Once I'm finished remastering with my EWE portion of the mod I might continue with this project or allow you to merge EWE into your mod, I'll have to see what the content of your mod will be before I decide.