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Messages - Deimos Rast

#181
Quote from: motionsickness on August 31, 2016, 01:17:01 PM
I also came here for the A14 version :) I started a colony just before the update and  I  wanna see how far can I take it before updating

Quote from: Drakeir on August 31, 2016, 06:36:18 AM
Could you upload an A14 version of this mod? I lost my save when the A15 update happened, and this is the last mod I need to get back to my old colony.
Thanks for all your hard work bringing this wonderful mod to the community.

Luckily I created a backup of some ~150 mods the moment A15 hit, so...*plop*
This is Version: 1.7.4 for RimWorld A14, the last version before A15 I believe.
Also, I don't see a license listed anywhere in the OP or in the download, but naturally if I'm in violation of it (or even if I'm not and you just don't want this around any more), let me know, and this disappears!

So, here is the last A14 version of MoreVanillaTurrets by Marnador.
https://www.dropbox.com/s/fz4h2o5vb04h7ml/MoreVanillaTurrets%5B1.7.4%5D.zip?dl=0
#182
Didn't ya'll get the memo? A15 Misc Core has been on Steam since yesterday. And only on Steam. 8)
Unfortunately, it's just Core that's been updated so far.
But it's something!

http://steamcommunity.com/workshop/filedetails/?id=704181221
#183
Outdated / Re: [A15b] Crafting Neutroamine 1.0
August 31, 2016, 01:46:01 PM
Good news boss: I got the recipeUsers to work with the recipeDefs and sent you the finished product + "that thing we talked about."
#184
Outdated / Re: [A14] Soylent Green by JuliaEllie
August 31, 2016, 05:46:49 AM
Quote from: BluemaxDR on August 31, 2016, 04:00:01 AM
First of all, thanks for all of the mods you make and maintain.
I really don't want to seem like I am nagging for an update to A15, I am just curious if you plan on doing it. I am a mod Author also and I understand some of the stresses of publishing mods and dealing with the public. I plan on doing a play-through of A15 on you-tube once CCL comes out, and I would like to use Soylent Green because I plan on doing an arctic environment.
I like how living in the arctic requires you to know how to eat people. ;D
But more to the point: this mod should be fine with just a change in the About.xml reflecting the version change (0.15.1280). I'm running a version of it in my current playthrough (I just spawned the machine in to check).
Have fun in the snow. ;)
#185
awesome work! now I don't have to keep hacking away at your source code trying to get it to build. ;D
Although I did manage to get the medical tab working, pretty thrilled about that.
Good luck with CCL - I feel blind without the minimap.
Cheers!
#186
Outdated / Re: [A15b] Crafting Neutroamine 1.0
August 31, 2016, 05:26:26 AM
A few things:
- Where does plant essence come from?
- Overwriting the druglab I think will cause you headaches longterm. Can't you add recipeUsers to the recipeDef (or does that only work with thingDefs?)
- OT: what mod is Natural Surgery?
#187
Quote from: Mr.Cross on August 31, 2016, 12:55:30 AM
If anything it should remain the same work time, and go up in cost. or go up in both, there is a reason why your only supposed to be able to buy it in the Vanilla game. XD
Yeah, my thinking exactly. It's more of a "I have an addiction I need to feed" instead of a "how can I make a quick space buck?"

As for 2500 being a longtime...well, when you know you're going to die in, what is it, 8 days without it, that's some motivation to keep at it. ;D
#188
If you're wondering, a lot of the timing on the update depends on CCL, as  a number of Fluffy's mods use it, and that hasn't been updated yet. He can't do anything until it gets updated.
Also, the steam version of his mods seem to be updating sooner than this thread reflects.
#189
Quote from: Shinkai on August 30, 2016, 06:04:15 PM
Dang. Oh well I guess since Neutroamine can be made into Medicine it really is moot. I did like the painkillers though.
You could check out the Vegetable Garden mod - it has a few medicinal/chemical plants. It's a much bigger mod though (has some crafting related aspects to go along with the farming as well).
------------------

Anyway, here is the Corpse Fired Generator updated for A15. I made massive, sweeping changes which include: changing the About to 0.15.80 and adding a line to the Changelog. Yup. My work here is done.
*Rides off into the sunset*
https://www.dropbox.com/s/jggnnlsv9gxfbqc/CFG_A15.zip?dl=0
(@cuproPanda Even though the license allows for it, if for whatever reason you don't want this redistributed, let me know, and I'll take it down.)
(p.s. While the stock FuelGenerator did receive a nerf in A15, I felt it wasn't relevant to the CFG, as it specifically dealt with consumption of wood and/or deals with quantities that don't scale well with the CFG)
#190
Quote from: Shinkai on August 29, 2016, 10:27:11 PM
Hmm. Dont see Rimpharma in the testing versions. Still being reworked?
If you look in the OP RimPharma has a "NO 15" next to it. I take that to mean it won't be making it into 15 land. This is probably because A15 already adds a lot of drugs, which RimPharma did too, and cupro may feel it's no longer as relevant or necessary, and wish to focus on other things. That's just my guess, but it makes sense.
The one I don't get, and the reason I'm here actually, is the CFG and why it has a "NO 15" tag next to it. It's a definite favorite of mine, and it's so small, I can't see it being too much work. In fact, I'll probably do it myself, and post it here if you don't mind.
I'd also like to say: thank you for picking good licenses. More than once I've updated a mod for personal use, then thought "someone else might want to use this too" only to find out the license is rubbish. That is of course the author's prerogative, but it's frustrating nonetheless. So thank you!
Cheers.
(p.s. really enjoy Powerless, although I wish the Coldstones had a lowertech use as well).
#191
ty

Edit:
I've defined custom categories for myself, so when I went to update them, I noticed we've switched from esm.Designator_MineVein to VeinMiner.Designator_VeinMiner. Different cooks? Also noticed you added the Strip miner and Bush miner ("VeinMiner.DesognatorMineBrush" but it's consistent so whatever) which is really neat.
Not sure where I'm going with this, but one suggestion is maybe move the MineVein/StripMine designators up next to the Mine designator and put the MineBush designator next to the Harvest/Cutplant designators so everything is grouped logically.
#192
ty 4 update ;D
#193
Outdated / Re: [A13] Metro Armory, Ushanka!
August 29, 2016, 05:15:14 PM
Just popping in to say I updated Metro Armory to A15. I had originally planned on throwing up a Dropbox download, but the license requires I ask first, so it was easier just to send Dark_Inquisitor a PM with the goods, which he is of course welcome to do with as he sees fit.
Cheers.

Edit: Updated Ushanka as well.
#194
thanks for the update!
fyi: the filename say A14 still (but the version is correct).
#195
So I was going over all the new drug additions and noticed there was no way to produce Luciferium, so I decided to remedy that by making a micro mod. Nothing fancy, just adds to the DrugLab bench. What I'd like to know is if anyone has any opinions about how to balance the thing.
Here is what I currently have...
Formula:
1x Luciferium = 3x Go-Juice + 1x GlitterWorld Medicine

Note: market value of Luciferium = Glitterworld Medicine = 100 in the stock game. Why Go-Juice? Seemed the most appropriate drug, given the various flavor texts (high functioning/synthetic). It also ties the production into the rest of the drug chain. Glitterworld Medicine as the (presumable) source of mechanites. Or something. You can now craft basic Medicine at the drug lab in A15, but Glitterworld Medicine remains out of reach still.

WorkToMake:
SimpleMeal: 300 (iirc)
Go-Juice: 600
Luciferium: 2500

Research:
BaseCost: 3000 (same as ComponentAssembly)
Tier4, requires HighTech Bench with MultiAnalyzer. Prerequirements: DrugProduction. TechLevel: Industrial.

I'm not a 100% on how the trade formula works, but the fact that the marketValue of one of the ingredients equals the marketValue of the end product, probably indicates this formula is not a profitable one. I could be wrong about that.

Thoughts?