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 - Seikikai

#16
I'm Having A Problem With The Robots Mod. When Robot Pawns Are In Charge Stations The Game Reset The Pawn. It Usually Happens After Some Days. I Have A Couple Of Robots That Should Be Restricted To An Area And Due This Bug The Restriction Disappears.
#17
Mods / Re: [Request] Firefoam Mortar
August 13, 2016, 01:21:24 AM
Just Tested The Mod, Really Good :D

Thanks Bro
#18
Mods / Re: [REQUEST] Removing bionic parts from bodies
August 12, 2016, 05:20:12 PM
Agree, I Have A Couple Of Heavy RPG Turrets That Blow Everything Making Me Hard To Capture Enemies :(
#19
While Someone Else Answer This Topic I Leave You 3 Solutions:
A - Dev Mode >>> Destroy Item
B - Blow Them Using Nades :D
C - You Can Create An Item Using Furnace XML That Include All Items (Or Just Create A New Recipe For The Furnace Allowing All The Items, Then Create A Stocpile Zone Near The Furnace And Set The Recipe Material Radius To 2-3)
#20
Mods / Re: [Request] Attacking an enemy faction base.
August 12, 2016, 05:02:42 PM
Create A Mod Like This Would Be A Real Headache But Not Impossible If It's Worked By A Team.
A Good Way This Mod Could Work Could Be.

To Execute Raids You Will Need A Building (Let's Call It Tactical Radar). That Building Will Show Targets With Estimated Power, Tech Level And Days. When You Select A Target The Radar Will Show You A Menu To Select The Things That You Will Take To The Attack.
Each Colonist Would Be Able To Carry 2 Stacks Of Items In Inventory But If You Want To Take More Items You Can Use Cargo Animals (Alpacas/Megatheriums/Elephants/Dromedaries/Muffalos/Cows) That Will Be Added To The Raid Group From The Radar Menu Or You Can Hire A Cargo Ship.

After End The Config The Machine Will Start A Charge Process To Analize Weather Conditions, Cartography...and Others. While The Machine Is Charging The Game Will Generate A Map Depending Of Enemy Faction Location. While Map Charges There Will Be No Incidents Or Spawns (Animals/Seeds) To Reduce Memory Use.

Enemy Factions Maps Will Have Main Base, Fortress, Outposts, Farms And Deposits Depending Of Their Tech Level. If The Attack Fail The Map Info Will Be Save In An Independient File And Will Get Some Upgrades Throught The Time. Once A Faction Is Destroyed (85% Enemy Humanlike Entities Dead/Incapacitated And 85% Defenses Destroyed) The Enemies Alive Will Escape From Map. If At Least One escape Faction Base Will Relocate In Other Cords, If Not Faction Will Be Erased From Savegame And Map File.
There Will Be A 10% Chance That A Member/s Of That Faction Were Outside At Siege Preventing That Faction Be Erased. If The Faction Is Destroyed A New Faction Will Be Created To Replace It After A Time Interval (5-32 Days). Area And Level Will Be Random, While It Will Have A Huge Chance Of Be An Enemy Faction (80%) And If The Faction Is A Pirate Kind Faction Chance Of Be Another Pirate Kind Faction Will Be Of 100%.

You Should Be Able To Also Get Some Items From The Enemy Colony That Will Be Obtained Depenig The Carry Capacity That You Have (ColonistsCapacity+AnimalsCapacity+ShipCapacity-CarriedItems=BountyCapacity; BountyCapacity > 0). To Capture A Object It Should Be At 10r Blocks Or More From Any Enemy Pawn Or Turret. If You Are You Can Claim It And Modify It (Repair/Use/Deconstruct/Interact). To Select The Bounty There Will Be A Beacon Type Item (No Cost) That Will Be Draw A Storage Area Indicating The Capacity Left.


Quote from: bazalisk on August 11, 2016, 06:23:11 AM
you maybe able to do this in the same way that the Misc mod handles those random events where you can send off collys to search out old ruins or crashed ships for treasures.

it could be a player activated event.  you select who you want to send and then they go off screen for X days.

at the end you can a combat report of what happened, who died, got injured and what they stole.

could also be used to rescue kidnapped collys from other factions.

Maybe Haplo will give a look into this idea?

Yes...It Can Be Done In That Way But...Uh...It's Boring :V
#21
Quote from: robotguy4 on August 11, 2016, 05:25:18 PM
What if they just removed them graphically? As in the armor is still equipped but it looks like they aren't wearing it on the map. That might be easier.

Agree About This, It Would Have Less Chances To Create Bugs That Just Remove The Equipment. Also Would Be Good If this Be Applied To Top Layer Equipment.
#22
Mods / Re: [Request] Firefoam Mortar
August 10, 2016, 12:07:02 PM
Not Yet, That Code Is The Code That Had Before Creating The Topic :1
#23
Mods / Re: [Request] Firefoam Mortar
August 10, 2016, 02:04:21 AM
This Is What I Have Atm :)


<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<ThingDef ParentName="BaseBullet">
<defName>Bullet_FirefoamCapsule</defName>
<label>Firefoam Capsule</label>
<graphicData>
    <texPath>Things/Projectile/FirefoamCapsule</texPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
    <damageDef>Extinguish</damageDef>
    <damageAmountBase>100</damageAmountBase>
    <speed>60</speed>
    <explosionRadius>8</explosionRadius>
    <preExplosionSpawnThingDef>FilthFireFoam</preExplosionSpawnThingDef>
    <explosionSpawnChance>1</explosionSpawnChance>
    <flyOverhead>true</flyOverhead>
<soundHitThickRoof>ArtilleryHitThickRoof</soundHitThickRoof>
    <soundExplode>Explosion_Stun</soundExplode>
    <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
    <soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>

<ThingDef ParentName="BaseArtilleryWeapon">
<defName>Artillery_MortarFirefoam</defName>
    <label>Firefoam Mortar</label>
    <description>Firefoam mortar launcher. Lobs fire-extinguisher capsules over walls. Must be manned. Inaccurate but long-ranged.</description>
    <techLevel>Industrial</techLevel>
    <destroyOnDrop>True</destroyOnDrop>
    <menuHidden>True</menuHidden>
    <tradeability>Never</tradeability>
    <statBases>
    <MarketValue>1500</MarketValue>
    <AccuracyTouch>0.79</AccuracyTouch>
    <AccuracyShort>0.42</AccuracyShort>
    <AccuracyMedium>0.18</AccuracyMedium>
    <AccuracyLong>0.06</AccuracyLong>
    <RangedWeapon_Cooldown>34</RangedWeapon_Cooldown>
    </statBases>
    <weaponTags>
    <li>Artillery</li>
    </weaponTags>
    <verbs>
    <li>
        <verbClass>Verb_Shoot</verbClass>
        <forceNormalTimeSpeed>false</forceNormalTimeSpeed>
        <hasStandardCommand>true</hasStandardCommand>
        <projectileDef>Bullet_FirefoamCapsule</projectileDef>
        <forcedMissRadius>8</forcedMissRadius>
        <ai_IsIncendiary>true</ai_IsIncendiary>
        <warmupTicks>500</warmupTicks>
        <minRange>30</minRange>
        <range>500</range>
        <burstShotCount>1</burstShotCount>
        <soundCast>Mortar_LaunchA</soundCast>
        <muzzleFlashScale>16</muzzleFlashScale>
    </li>
    </verbs>
</ThingDef>

<ThingDef ParentName="BuildingBase">
<defName>Turret_MortarFirefoam</defName>
<label>firefoam mortar</label>
<thingClass>Building_TurretGun</thingClass>
<graphicData>
<texPath>Things/Building/Security/TurretFirefoamMortarBase</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(4,4)</drawSize>
<damageData>
<rect>(0.38,0.2,0.56375,0.8)</rect>
<cornerTL>Damage/Corner</cornerTL>
</damageData>
</graphicData>
<minifiedDef>MinifiedFurniture</minifiedDef>
<altitudeLayer>Building</altitudeLayer>
<hasInteractionCell>false</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<stealable>false</stealable>
<statBases>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
<WorkToMake>2700</WorkToMake>
<Beauty>-60</Beauty>
</statBases>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>4.9</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
</li>
<li Class="CompProperties_Forbiddable"/>
</comps>
<description>A mortar that launches firefoam capsules. Explodes when damaged.</description>
<size>(2,2)</size>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.4</fillPercent>
<castEdgeShadows>true</castEdgeShadows>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>100</costStuffCount>
<costList>
<Steel>150</Steel>
<Component>4</Component>
</costList>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<building>
<turretGunDef>Artillery_MortarFirefoam</turretGunDef>
<turretShellDef>ArtilleryShell</turretShellDef>
<turretBurstWarmupTicks>300</turretBurstWarmupTicks>
<turretBurstCooldownTicks>3000</turretBurstCooldownTicks>
<turretTopgraphicPath>Things/Building/Security/FirefoamGun</turretTopgraphicPath>
<buildingTags>
<li>Artillery</li>
</buildingTags>
</building>
<designationHotKey>Misc4</designationHotKey>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
</placeWorkers>
<researchPrerequisites>
<li>Mortars</li>
    <li>Firefoam</li>
</researchPrerequisites>
</ThingDef>

</ThingDefs>
#24
Mods / [Request] Firefoam Mortar
August 09, 2016, 05:39:17 PM
Glitertech Mod Have A Cool Weapon Set Called APB-1 That Are Laser Weapons That Makes The Target Burn. It's The Perfect Gun Against All Enemies Specially Those Ones With Heavy Weapons. The Only Problem Is That It Creates Fires All The Time Making Fires Become So Annoying.

Because That I Decided To Create A Mortar Type Turred That Fires Firefoam Poppers -To Don't Add A 1 Single Use Item-. The Final Product Was A Manned Mortar That Fire A Non-Damage Projectile That Creates A 8r Firefoam Area Preventing Future Fires But It Doesn't Extinguish Fires In Objects (Grass, Corpses..) Also It Can't Be Reloaded Because I Wasn't Able To Found A Way To Use Minified Poppers As Ammo.

Atm I'm Trying To Learn Programming In C# And About Rimworld Modding, But Been Dificult For The Lack Of Tutorials Or Info So Is Possible That Finish This Take Me A Long Time. I Know That Many People Would Like Something Like This So If Anyone Can And Is Interested Please Do It :)
#25
I Dunno If It's Because The Mod Itself Or Another Mod But In My Town The Things Are So Fucked Up...Cleaner Bots Hauling Things, Hauler Bots Collecting Water From Wells And Refining Crystals, And Gardener Bots Building Things Or Perfoming Surgeries ( o_o)
#26
Quote from: 1000101 on July 25, 2016, 04:19:05 PM
Quote from: silverskin on July 25, 2016, 08:57:31 AMHow do you stop the belts from short-circuiting in the rain? Any research that does it or will everything have to be under a roof?

By not building them outside.  They are not weather proof.  Only underground belts are weather proof.  Alternately you can use the teleporter add-on (these still need to be build in-doors but you can build utility rooms around your map).

In ThingDefs/Building_A2B Serch For The DefName A2BBelt And Change In The Comps - CompProperties_Power The StartElectricalFires Value To False :)
#27
I Decided To Wait Until All The Mods That I Use Update To A14 So Atm Not Planing To Update My Version. Also In The Last Days Got The Same Error With Other Objects -Mod Affected Objects And Not Affected- But Now Shit Got Real :1

QuoteJobDriver threw exception in initAction. Pawn=Tail, Job=Ingest A=Thing_MealFine210604, Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.RoomRoleWorker_Kitchen.GetScore (Verse.Room room) [0x00000] in <filename unknown>:0

  at Verse.Room.<UpdateRoomStatsAndRole>m__53F (Verse.RoomRoleDef x) [0x00000] in <filename unknown>:0

  at Verse.GenCollection.MaxBy[RoomRoleDef,Single] (IEnumerable`1 source, System.Func`2 selector, IComparer`1 comparer) [0x00000] in <filename unknown>:0

  at Verse.GenCollection.MaxBy[RoomRoleDef,Single] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0

  at Verse.Room.UpdateRoomStatsAndRole () [0x00000] in <filename unknown>:0

  at Verse.Room.get_Role () [0x00000] in <filename unknown>:0

  at RimWorld.Toils_Ingest+<FinalizeIngest>c__AnonStorey1D1.<>m__CC () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
QuoteJobDriver threw exception in initAction. Pawn=Tail, Job=Ingest A=Thing_InsectJelly200444, Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.RoomRoleWorker_Kitchen.GetScore (Verse.Room room) [0x00000] in <filename unknown>:0

  at Verse.Room.<UpdateRoomStatsAndRole>m__53F (Verse.RoomRoleDef x) [0x00000] in <filename unknown>:0

  at Verse.GenCollection.MaxBy[RoomRoleDef,Single] (IEnumerable`1 source, System.Func`2 selector, IComparer`1 comparer) [0x00000] in <filename unknown>:0

  at Verse.GenCollection.MaxBy[RoomRoleDef,Single] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0

  at Verse.Room.UpdateRoomStatsAndRole () [0x00000] in <filename unknown>:0

  at Verse.Room.get_Role () [0x00000] in <filename unknown>:0

  at RimWorld.Toils_Ingest+<FinalizeIngest>c__AnonStorey1D1.<>m__CC () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

Now My Pawns Can't Eat...They Throw The Food When They Finish The Action Without Any Change In The Stats
#28
I'm Running A13. Just Today I Realized That A14 Was Released :V
#29
Here's The Mod List

Quote<mods>
         <li>Core</li>
         <li>Community Core Library</li>
         <li>Community Core Library - Vanilla Tweaks</li>
         <li>EdB - Mod Order</li>
         <li>Balancing Act Lite</li>
         <li>Name Defs</li>
         <li>Backstory Defs</li>
         <li>Darkness Revamp</li>
         <li>No Cleaning Please 0.13.0.1</li>
         <li>Area Unlocker 0.13.0.1</li>
         <li>Panda - Core v13.3</li>
         <li>Miscellaneous - Core</li>
         <li>EdB - Prepare Carefully</li>
         <li>EdB - Inventory</li>
         <li>EdB - ColonistBar</li>
         <li>Advanced Manager 0.13.0.3</li>
         <li>Batteries Stuffed 1.3</li>
         <li>Component Factory</li>
         <li>Dermal Regenerator 1.5</li>
         <li>ED - Auto Loader</li>
         <li>ED - Closable Vent</li>
         <li>ED - Embrasures</li>
         <li>ED - LaserDrill</li>
         <li>ED - Moat</li>
         <li>ED - More Vanilla Turrets</li>
         <li>ED - Omni Gel</li>
         <li>ED - Personal Nano Shields</li>
         <li>ED - ReinforcedStuff</li>
         <li>ED - Reverse Cycle Cooler</li>
         <li>ED - Shields</li>
         <li>ED - Subspace Transponder</li>
         <li>Expanded Prosthetics &amp; Organ Engineering</li>
         <li>Extended Surgery 1.1</li>
         <li>Fish Industry</li>
         <li>Fix Bone</li>
         <li>Fluffy Breakdowns 13.0.1.1</li>
         <li>Fluffy Relations 0.13.1.2</li>
         <li>Follow Me 0.13.0.2</li>
         <li>Glitter Tech</li>
         <li>Haul Priority Lite</li>
         <li>Heavy Defences</li>
         <li>M&amp;Co. - Alert Speaker</li>
         <li>M&amp;Co. - Force Field</li>
         <li>M&amp;Co. - Laser Fence</li>
         <li>M&amp;Co. - Mining Helmet</li>
         <li>M&amp;Co. - MMS</li>
         <li>Medical Info 0.13.0.1</li>
         <li>Miscellaneous - Objects</li>
         <li>Miscellaneous - Training Facility</li>
         <li>More Factions Spawn</li>
         <li>Panda - Brain Mod v1.11</li>
         <li>Panda - Expanded Power v1.12</li>
         <li>Panda - Extra Floors v1.15</li>
         <li>Power Cell 1.3</li>
         <li>Small Solars Stuffed 1.4</li>
         <li>Solars Stuffed 1.3</li>
         <li>A2B</li>
         <li>A2B - Selector</li>
         <li>A2B - Teleport</li>
         <li>Rimsenal</li>
         <li>Rimsenal - Federation</li>
         <li>Rimsenal - Feral</li>
         <li>Rimsenal - Hair</li>
         <li>Rimsenal - Security</li>
         <li>Rimsenal - Storyteller</li>
         <li>USCM - Core</li>
         <li>USCM - Turret</li>
         <li>Allow Tool</li>
         <li>CP Haulage</li>
         <li>Gauss Weapons 1.6</li>
         <li>Genetic Engineering v1.02</li>
         <li>Genetic Engineering Patch - Expanded Prosthetics &amp; Organ Engineering</li>
         <li>Haul IT</li>
         <li>Less Lethals 1.1</li>
         <li>Medical Training</li>
         <li>Meteorite Event 1.1</li>
         <li>Mind Altering Device V1.12 A13</li>
         <li>Nightlings</li>
         <li>No Dazed Stripping</li>
         <li>Odyssey Weapons 1.1</li>
         <li>Panzer Muffalo</li>
         <li>Quantum Storage 1.0.2</li>
         <li>RazorRain1.1</li>
         <li>Recycle</li>
         <li>Remote Explosives 1.3.1</li>
         <li>Small NPDs 1.5</li>
         <li>Storage Crates</li>
         <li>Solar Flare Shield 1.0.2</li>
         <li>Ocean Biome Ecosystem 2.6.3</li>
         <li>Miscellaneous - MAI</li>
         <li>Miscellaneous - Robots</li>
         <li>Miscellaneous - Robots Xtension</li>
         <li>Miscellaneous Map Generator</li>
         <li>Miscellaneous Patch For EdB - Prepare Carefully</li>
         <li>Hospitality</li>
         <li>P-Music</li>
         <li>Roof Bomb 1.3</li>
         <li>Numbers 0.4.4</li>
         <li>ED - Personal Animal Shields</li>
         <li>Ancient Amulets 1.21</li>
         <li>Plant Saver</li>
         <li>Conduits Stuffed 1.2</li>
         <li>Thermals Stuffed 1.3</li>
         <li>Vegetable Garden v3.6b</li>
         <li>Power Switch 0.13.1</li>
         <li>Miscellaneous - Incidents</li>
         <li>ABC Suit</li>
         <li>Skilled Builder Off</li>
         <li>Map Reroll</li>
         <li>T - Condition Red</li>
         <li>T - More Floors</li>
      </mods>
#30
Every Time I Try To Use The Comms Console To Trade With A Ship Nothing Happens. After Installing The Last Mod (4 Days Ago) Nothing Happened, I Was Able To Trade With Ships Without Any Problem Or Log But Today Suddenly This Error Apeared :1

QuoteJobDriver threw exception in initAction. Pawn=Reena, Job=UseCommsConsole A=Thing_CommsConsole254752, Exception: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.Pawn_GuestTracker.get_PrisonerIsSecure () [0x00000] in <filename unknown>:0

  at RimWorld.TradeUtility+<>c__Iterator104.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip+<>c__Iterator102.MoveNext () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0

  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0

  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0

  at RimWorld.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0

  at RimWorld.JobDriver_UseCommsConsole+<MakeNewToils>c__Iterator34.<>m__94 () [0x00000] in <filename unknown>:0

  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

Hope Someone Can Help Me :)