Quote from: grandgamer1291 on August 04, 2016, 09:24:44 PMTry uploading it somewhere else, like dropbox.
There it is also i tried opening it both way i wasn't sure what to prioritize to open a pod so i just waited till all ones work was done but he doesn't open it he just idles.
edit : it says file is too large how do i put up the file on this site
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#106
Bugs / Re: Please help (ancient cryopod glitch?)
August 04, 2016, 09:27:57 PM #107
Bugs / Re: Please help (ancient cryopod glitch?)
August 04, 2016, 09:14:28 PM
I'm not really sure, do you mind throwing your save over? I'll screw around and see if I can figure out the issue, until someone who has more experience with the code side of things comes to help.
#108
General Discussion / Re: Tynaan are you joking??
August 04, 2016, 09:09:58 PMQuote from: Naeem on August 03, 2016, 07:37:57 AMImplying anyone gives a shit about language.
Please watch your language
On topic though, it would be nice if there were additional options with dealing with animals. Say, "Kill all wild animals in AreaX". An option you could also apply to turrets.
#109
Bugs / Re: Please help (ancient cryopod glitch?)
August 04, 2016, 09:05:56 PM
You might want to post that string of code, if it's an error.
#110
Ideas / Re: Neolithic Air Conditioner *Really works!*
August 04, 2016, 08:16:42 PMQuote from: b0rsuk on August 04, 2016, 09:11:59 AMNeither were various bits of electronics stuck under a mountain. Compressed pvc when?
PVC wasn't there in neolithic times.
#111
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
August 04, 2016, 05:55:55 AMQuote from: Drusek on August 04, 2016, 05:10:43 AMIt doesn't, which is why I told him to do it.
On reddit someone posted that you need to only remove
<ammoSet>...</ammoSet>
and you keep the reloading.
That was for weapons, not sure if it will work for turrets.
#112
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
August 04, 2016, 03:34:59 AMQuote from: Goo Poni on August 04, 2016, 03:26:16 AMAlthough balance will be completely out of whack, seeing as there is now no reload timer.Quote from: Reviire on August 04, 2016, 01:52:23 AM
Remove the entire ammo handling shit. I think the turret requires manual reloading, and the reloading job requires ammo, idk. But this fixed it for me. I think, i'm busy playing smite so i'll get back to you later. I did it somehow though, i can tell you that much.
<li Class="Combat_Realism.CompProperties_AmmoUser">
<magazineSize>1</magazineSize>
<reloadTicks>150</reloadTicks>
<spawnUnloaded>true</spawnUnloaded>
<ammoSet>AmmoSet_81mmMortarShell</ammoSet>
</li>
This seems to work, removing the entire entry lets the turrets fire freely. Noice.
#113
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
August 04, 2016, 01:52:23 AMQuote from: Goo Poni on August 04, 2016, 01:32:50 AMRemove the entire ammo handling shit. I think the turret requires manual reloading, and the reloading job requires ammo, idk. But this fixed it for me. I think, i'm busy playing smite so i'll get back to you later. I did it somehow though, i can tell you that much.
Anyone know how to provide unlimited ammo/remove the need for ammo in CR? I've tried removing the <ammoset> on a turret but once it runs out of ammo, it can't reload itself and no-one tries to load it themselves because it doesn't need ammo. Removing the ammo capacity makes the turret unable to fire and removing the time to reload doesn't make the turret reload automatically. And as far as I can tell, there's nothing like an ammoUsedPerShot multiplier that I can set to 0.
<li Class="Combat_Realism.CompProperties_AmmoUser">
<magazineSize>1</magazineSize>
<reloadTicks>150</reloadTicks>
<spawnUnloaded>true</spawnUnloaded>
<ammoSet>AmmoSet_81mmMortarShell</ammoSet>
</li>
#114
Ideas / Re: New Map Idea (Underground Caves) [Updated 30/07/2016]
August 03, 2016, 11:45:51 PM
That sentinel idea sounds neat, but being able to steal from them and then send them a sorry gift seems kinda weird. They're machines who's purpose is to guard something, if you take that something, they should be eternally pissed off at you. imo.
#115
Ideas / Additional Planet Gen Options/Extreme biomes/Random Stuff
August 03, 2016, 11:12:52 PM
Just a thread of a bunch of ideas I've had floating around. After typing this, I have realized this is a fucking mess.
With the addition of the new extreme biomes, why don't we go further and add even more biomes, ones that go to the very extremes, requiring you to try your hardest to survive. Although, these sorts of biomes probably wouldn't work with a vanilla start, so may need additional equipment on start. If the idea is well recieved, I might start throwing additional extreme biomes in. Here's another idea, exotic biomes, environments that are as close to alien as we will probably see, with flora/fauna that have gone completely different evolutionary paths, and fancy geological features.
Volcanic Biome
The temperatures regularly reach incredibly high temperatures, requiring environmental suits to survive outside for any extended period, and some pretty good cooling to survive inside. Pools and rivers of lava would dot the map, causing burn damage if anyone were to walk near them without protection.
To offset this map being incredibly deadly, advantages would also be given. Geothermal-esque power would be the main source of power, being constructed over these pits of lava. Could be possible that the lava is utilized in other ways, but that would require adding additional items/mechanics.
Although, while it does offer advantages, it comes with several new events unique to the biome. Not all of these are totally bad, but in general will be bad news.
Volcanic Ash: A short lived event to replace rain, although much less common. The least harmful event you can get. Volcanic ash starts falling over the area, reducing accuracy and increasing the chance for short circuits on exposed wires. This ash can be collected and used as a fertilizer for crops.
Tectonic Instability: Very very bad. Various fissures will open up on the map, none of them near each other. After a short while (10~ seconds), lava will start spreading from this fissure, destroying/melting everything it touches (Except plasteel and stone, possibly steel.). The fissure will stay, but the lava will stop spreading. Fissure can be floored over. The lava will stay and a colonist will need to remove it, or it will disappear after the event is over.
Eruption: Lava pools around the map start erupting, spreading molten particles in a vicinity. Extremely deadly. Reactors on the lava will continue to run, but at 25% capacity to prevent damage to themselves. Large molten debris will cool after some time and turn into slag. Debris will damage your colony walls.
More possible event types. Extremier ice biome, temperatures peak at -70C and drop to below -100. Blizzards frequent, biome specific hazards, such as dormant mechanoid outposts or supply stations.
New Starting Scenario
Last thing I'm going to put here for now. A completely new starting scenario. Your 3 colonists wake up from their cryosleep caskets, finding out that the escape pods have malfunctioned. All other cryosleep caskets are damaged. 3 are missing. You are now in a space environment, aside from raids, new colonists come from the cryosleep caskets, some will join, others will join until they're able to leave, some will be constantly berserk/dazed, the rest are just dead. Randomly generated ship layout, heavily damaged ship, and an air resource. The entire ship is locked down and shut down, and it's up to you to slowly go through it, dealing with the potential dangers and reactivating various parts of the ship. I'd make this as a mod if i could code, but rip.
Now to planet generation options. When generating a world, rather than just having a seed, the player would also be able to tinker with generation options such as average temperature, biome types, frequency of other factions or geographic features, that sort of stuff. The same way you can do it in Dwarf Fortress. Not much on this.
New equipment for your colonists to use, most of it geared towards the later stages of the game, although I might add other stuff. Gives you more stuff to achieve, that's still within the scope of Rimworld. It also has specific reasons for being added, rather than just being "there".
Colony stuff
Engineering Exosuit: An exosuit that provides protection against harsh conditions, and offers a large boost to construction speed. The suit slows the user down by about 40%. Provides moderate armor.
Mining Exosuit: An exosuit that provides protection against harsh conditions, and provides a large boost to mining speed. Slows the user down by 40%. Alternatively, slows the wearer down by 65% and gives them a 3x1 mining area. Moderate armor.
Medical Exosuit: Provides protection against harsh conditions, and gives the user a large boost to movement speed. Ignores slow effects from the environment, prevents usage of weapons.
Atmospheric Collector: Collects ash or rain when those events are in progress. Can also collect radioactive dust, which will need to be dumped/given a use.
Advanced/Spacer stuff
Pulse Rifle: Advanced rifle that does not require reloading, but does have an overheating mechanic. Single shot will fire fast enough to not overheat the gun. Burst fire will fire at max fire rate, but will pause after each burst to not overheat the gun. Automatic will fire until the gun overheats. "Reload" will instead hold fire until weapon heat reaches 0, or the order is overridden.
Fusion Cannon: Advanced rocket launcher, does not require reloading but has a charge mechanic. Player can choose an option from 1-100%, and the pawn will charge the weapon up to that, then fire. Charging time is linear, damage is exponential (Not too much, though.). Higher charge decreases accuracy, increases explosion radius slightly. Possible overcharge?
The two weapons above, it opens the way to new game mechanics for modders, plus also adds new weapons which more or less fit in with the Rimworld theme. We have charge rifles already, and giant mechanoids with miniguns.
With the addition of the new extreme biomes, why don't we go further and add even more biomes, ones that go to the very extremes, requiring you to try your hardest to survive. Although, these sorts of biomes probably wouldn't work with a vanilla start, so may need additional equipment on start. If the idea is well recieved, I might start throwing additional extreme biomes in. Here's another idea, exotic biomes, environments that are as close to alien as we will probably see, with flora/fauna that have gone completely different evolutionary paths, and fancy geological features.
Volcanic Biome
The temperatures regularly reach incredibly high temperatures, requiring environmental suits to survive outside for any extended period, and some pretty good cooling to survive inside. Pools and rivers of lava would dot the map, causing burn damage if anyone were to walk near them without protection.
To offset this map being incredibly deadly, advantages would also be given. Geothermal-esque power would be the main source of power, being constructed over these pits of lava. Could be possible that the lava is utilized in other ways, but that would require adding additional items/mechanics.
Although, while it does offer advantages, it comes with several new events unique to the biome. Not all of these are totally bad, but in general will be bad news.
Volcanic Ash: A short lived event to replace rain, although much less common. The least harmful event you can get. Volcanic ash starts falling over the area, reducing accuracy and increasing the chance for short circuits on exposed wires. This ash can be collected and used as a fertilizer for crops.
Tectonic Instability: Very very bad. Various fissures will open up on the map, none of them near each other. After a short while (10~ seconds), lava will start spreading from this fissure, destroying/melting everything it touches (Except plasteel and stone, possibly steel.). The fissure will stay, but the lava will stop spreading. Fissure can be floored over. The lava will stay and a colonist will need to remove it, or it will disappear after the event is over.
Eruption: Lava pools around the map start erupting, spreading molten particles in a vicinity. Extremely deadly. Reactors on the lava will continue to run, but at 25% capacity to prevent damage to themselves. Large molten debris will cool after some time and turn into slag. Debris will damage your colony walls.
More possible event types. Extremier ice biome, temperatures peak at -70C and drop to below -100. Blizzards frequent, biome specific hazards, such as dormant mechanoid outposts or supply stations.
New Starting Scenario
Last thing I'm going to put here for now. A completely new starting scenario. Your 3 colonists wake up from their cryosleep caskets, finding out that the escape pods have malfunctioned. All other cryosleep caskets are damaged. 3 are missing. You are now in a space environment, aside from raids, new colonists come from the cryosleep caskets, some will join, others will join until they're able to leave, some will be constantly berserk/dazed, the rest are just dead. Randomly generated ship layout, heavily damaged ship, and an air resource. The entire ship is locked down and shut down, and it's up to you to slowly go through it, dealing with the potential dangers and reactivating various parts of the ship. I'd make this as a mod if i could code, but rip.
Now to planet generation options. When generating a world, rather than just having a seed, the player would also be able to tinker with generation options such as average temperature, biome types, frequency of other factions or geographic features, that sort of stuff. The same way you can do it in Dwarf Fortress. Not much on this.
New equipment for your colonists to use, most of it geared towards the later stages of the game, although I might add other stuff. Gives you more stuff to achieve, that's still within the scope of Rimworld. It also has specific reasons for being added, rather than just being "there".
Colony stuff
Engineering Exosuit: An exosuit that provides protection against harsh conditions, and offers a large boost to construction speed. The suit slows the user down by about 40%. Provides moderate armor.
Mining Exosuit: An exosuit that provides protection against harsh conditions, and provides a large boost to mining speed. Slows the user down by 40%. Alternatively, slows the wearer down by 65% and gives them a 3x1 mining area. Moderate armor.
Medical Exosuit: Provides protection against harsh conditions, and gives the user a large boost to movement speed. Ignores slow effects from the environment, prevents usage of weapons.
Atmospheric Collector: Collects ash or rain when those events are in progress. Can also collect radioactive dust, which will need to be dumped/given a use.
Advanced/Spacer stuff
Pulse Rifle: Advanced rifle that does not require reloading, but does have an overheating mechanic. Single shot will fire fast enough to not overheat the gun. Burst fire will fire at max fire rate, but will pause after each burst to not overheat the gun. Automatic will fire until the gun overheats. "Reload" will instead hold fire until weapon heat reaches 0, or the order is overridden.
Fusion Cannon: Advanced rocket launcher, does not require reloading but has a charge mechanic. Player can choose an option from 1-100%, and the pawn will charge the weapon up to that, then fire. Charging time is linear, damage is exponential (Not too much, though.). Higher charge decreases accuracy, increases explosion radius slightly. Possible overcharge?
The two weapons above, it opens the way to new game mechanics for modders, plus also adds new weapons which more or less fit in with the Rimworld theme. We have charge rifles already, and giant mechanoids with miniguns.
#116
Outdated / Re: [A14] Combat Realism v.1.6.5 (08.05.16) Final release
August 03, 2016, 09:01:53 PMQuote from: jaynus on August 03, 2016, 08:50:10 PMPretty sure the relevant tag for hitting stuff is <fillPercentage>, since sandbags are still acting as well, sandbags. I'm still waiting for the dude who updated it to A14, to fix explosions and shell casing ejections though.Quote from: Lockdown on August 03, 2016, 04:41:53 PM
While trying to duct-tape CR Defence into working with the CR A14 update, I've noticed some mechanisms haven't been implemented for the new version of CR.
For example, the AltitudeLayer field for Sandbag used to be Waist in the previous version (so colonists hiding behind one will not take any bullets below waist, as the sandbag is covering it) but it has been changed to Building, and Waist is no longer recognized as valid for that field. This makes sandbags behave as if they were walls for the purposes of cover height, not as sandbags.
This seems to be the new default value from the core mod as well; so either its globally incorrect in vanilla base game, or it [the value] does something else.
#117
Releases / Re: [A14] Rimsenal v0.6 : Steamroller Edition
August 03, 2016, 08:00:59 PMQuote from: ChaoticTabris on August 03, 2016, 10:47:09 AMI'm working on it (More or less), although Combat Realism is a bit broken right now and explosions don't work.
So... Since skyarkhangel updated Combat Realism to a14 would a compatibility patch be possible?
#118
Releases / Re: [A13] [MODPACK] Hardcore SK global project 3.0: Cataclysm+ [Github source]
August 02, 2016, 08:51:17 PMQuote from: skyarkhangel on August 02, 2016, 03:53:51 AMWould we be seeing a standalone release of Combat Realism for Alpha 14, by you?
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.
#119
Releases / Re: [A14] Rimsenal v0.6 : Steamroller Edition
August 02, 2016, 08:40:37 PMQuote from: rooki1 on August 02, 2016, 08:16:33 PMOh well in that case, i'll just keep working on the one I was doing. Fun mod, but I can't play without CR. You don't mind if i post it here, while I work on it?
I have no plan to make CR compatibility mod yet.
#120
Outdated / Re: [A14] Industrialisation (24-07-2016) A14 update!
August 02, 2016, 07:35:29 PMQuote from: eatKenny on August 01, 2016, 03:16:25 PMThanks dude.Quote from: Reviire on July 31, 2016, 07:54:21 AM
Hey, fun mod. Just wondering, do you have the A13 version floating around somewhere? Still waiting for some other mods to update before I switch to A14, and I lost my A13 version when i was fixing some issues with the game. I'd really appreciate it if you could throw it my way.
https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0