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Messages - ChJees

#106
Outdated / Re: [A17] Rainbeau's Fertile Fields
August 20, 2017, 10:50:58 AM
Could we have a low tech way of creating crushed rocks and sand? Find it odd that we need electricity to smash rocks into smaller rocks :P. Mainly a concern since i use the Concrete add-on and would be nice to have a way, though slow to do it before you invest the 2700 research needed to do it with electricity.
Also cobblestone flooring and walls would be neat :D.
#107
A swarm type of mechanoid would be nice. Then the "Light machine gun" of Jotun Interstellar got a nice use from Rimsenal :P. Also lovely mod, make very lategame interesting.
#108
Quote from: dorakath on August 14, 2017, 07:58:33 PM
Durations for Herculium and Peithium seem somewhat short but probably doable, there is also issue with Seraphium: despite description regrowing organs have 100% efficiency. All in all very nice mod, JC Denton would recommend.

I fixed the regrowing part oversight in a recent update. Seems like the way part efficency is used is hardcoded to Hediff_AddedPart.
#109
Updated the mod yet again. More content in form of the Bastion drug and tweaked some costs.
#110
Updated the mod with more content, rebalanced it a bit and overhauled the art thanks to Xen :). Full info in OP.
#111
Some vanity decoration like posters or billboards for each arms manufacturer could be nice to unlock :P. Have Hildegard motivate your pawns as you blast the raiders into tiny little bits with the missile barrage mortars.
#112
Update released, fixed a complete oversight on my part. Derp.

Also a quadrum is 15 days which is a Rimworld season.
#113


About
Exploring mechanites beyond just Luciferum.
Use the Mechanite Forge and start crafting your own! Even let your colonists ascend to greater heights with Seraphium like the angels.

*Bastion is a drug which let your colonists stand their ground better by repelling any incoming damage much like a personal shield. Also the flankers best friend in their arsenal. Be sure to take cover when it breaks!



*Seraphium is a wonder drug that greatly increase the fortitude of your colonists by allowing them to take on disease like a champ, clot their wounds during battle and over a quadrum regrow lost limbs and organs. There is a catch though when regrowing lost bits; It hurts. A LOT!


*Trollbood which let you regenerate wounds on the fly, even old scars! Perfect companion drug to Seraphium.

*Addiction purifier will make even the most immersed junkie drug free at first use. Also helps your colonists stop dealing with the devil.

*Herculium and Peithium are benign mechanites of the fibrous and sensory mechanite diseases. They also act as a cure if they are taken after being infected with fibrous or sensory mechanites.

Secondary usage of the Mechanite Forge let you manufacture neutroamine and plasteel with appropiate research.

FAQ
Q: Do Seraphium play nicely with bionics?
A: Yes, should respect any Hediff of the type AddedPart.

Q: Seraphium do not heal scars, is it intentional?
A: Yes, it is great at regrowing whole limbs and stopping a living being from bleeding out but it is not designed for removing old wounds. Use Luciferium for that.

Q: This mod is overpowered!
A: Do not use it then :P. For late game with a bunch of other mods this seemingly do too little.

Credits:
ChJees – Concept, C# & XML
Xen - Art

Update #3
*Updated for B18.

Content Update #2
*Bastion drug added. By the power of quantum mechanics and mechanites anything which consumes it get a shield! Perfect for flankers and cover based defense!
*Tweaked some resource costs.

Content Update #1
*Art overhaul courtesy of Xen.
*Herculium and Peithium added.
*Rebalanced some resource and research costs.

Update #1
Fixed the case where having bionics installed caused Seraphium to "regrow" missing parts on in bionics like bones. It was a complete oversight and is fixed now :D .

B18 Download
B18 Steam Workshop

A17 Download (Dropbox)
A17 Steam Workshop


A17 Source Code (License allows as usual full reuse and modification of it in your own mods.)

Discord
https://discord.gg/vdb47e9

[attachment deleted by admin: too old]
#114
For the Scavenger Bench let us be able to make steel slag on it. (Eventually you will run out of slag :P )
#115
Updated again, check OP for more info.

Also i am looking for translators for languages other than English and Swedish. Will add you to the credits for a translation :) .
#116
Updated the mod which allowed you to see hidden (fogged) items and pawns. Also as a bonus i finally included the source code. It uses my usual license which allow you to use it as a base for your own mod and pick pieces of code you like for your mod.
#117


Ever wanted to easily find a certain item after a trade on the map or where one of your named animals are? Then this mod is for you!

Default keybinding for opening the search window is 'Z'. Can be rebound.

Search for:
*Pawns by name or kind.
*Pawns belonging to colony.
*Things by their name.
*Across multiplie maps.
*Planet locations by name.
*With one click you can go to your pawn, thing or location!

Credits:
ChJees – Concept, C# & XML

Screenshots: 1 | 2 | 3

Dropbox: https://dl.dropboxusercontent.com/u/547140/Rimworld/RimSearch.zip
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=964675612

Source Code: https://dl.dropboxusercontent.com/u/547140/Rimworld/RimSearch-src.zip

Update: Updated again which fixed a bug when trying to use the search in the Planet map view with no colony map or event map open and also added translations and settings!

Also translations for languages other than English and Swedish are appreciated :D . Will be added to credits as a translator if you do.

Update: Fixed a derp which allowed you to see hidden (fogged) items and pawns.

[attachment deleted by admin due to age]
#118
Outdated / Re: [A16] Exotic Armory
June 15, 2017, 03:54:23 AM
I will abandon this mod and remake the trap part of this mod into its own. Also add more traps! (Not the Felix Argyle kind :V)

Will start working on it after my Megaspider Hive mod is out in the wild in Beta phase.
#119
Day 1
Make a 7x7 barracks.
Make a outdoor stockpile.
Plan out farm fields and make concrete paths around them.

Day 2
Start farming.
Make a 7x7 workshop building.
Make a 7x7 non-freezer food storage with accompanying food processing wing.

Day 3
Make 4 bedrooms and a dining\joy room.

I focus on getting the basics of the colony up and running before i concentrate my efforts on getting my stone bricks production up and running. Building with stone ain't exactly fast.
#120
Interesting quirk i discovered with text in a MapComponent when drawn using its MapComponentOnGUI() function.

The text change in size when you pan the map up and down. Probably is some weirdness in the GUI state going on doing that.

Code (C#) Select
public override void MapComponentOnGUI()
{
    Widgets.Label(new Rect(32,32, 256, 32), "Thrush Cells = " + thrushCells.Count);
}


https://dl.dropboxusercontent.com/u/547140/Rimworld/SmallText.jpg
https://dl.dropboxusercontent.com/u/547140/Rimworld/BigText.jpg