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Messages - Deimos Rast

#196
Thanks for the patches - I'll give them a look over.
Of course with A15 now out, CR is (temporarily) broken, so I don't need them. Haha. ::)
Oh, if you're curious, I just finished giving the Civil War pack a look over (tweaking a few things here and there for personal use) and I did a diff. compare of the relevant stock guns files to see if anything changed that would affect it. Long story short, it loads fine in A15. The WW pack probably does too, but I haven't looked at it yet.
Cheers.
#197
this looks killer...hopefully not literally ::)
#198
Outdated / Re: [A15] Crafting Hysteresis (v1.0.2)
August 28, 2016, 06:36:25 PM
actually there is a way to manually unpause a paused bill.
Say a bill has completed and it sits at 1/100 and has a "Pause at Completion" enabled.
Toggle or Enable "Resume on Low Inventory" then add a +1 to the bill (the bill, not the threshold) and it should unpause...basically you're tricking the mod into tripping the "Resume" feature.
Or something like that.

I'm sure that's clear as mud, but I'm not at the right computer or I'd get it exactly.
#199
well, it's a far cry better than I could do. ;D
By the way, is there a reason there is a duplicate thingdef file for a BatonB that I believe references a texture that doesn't exist? There are two textures too, but neither name matches.
It's a non-issue to be sure.
#200
I have to say this mod deserves an instant download for the SleepyTime gas mechanics alone. Looking through the defs it seems to be really fleshed out too! Now to repurpose it for other means....maybe a HappyTime gas.... Does it go through vents by the way? I'm thinking of hive fumigation or rigging my base with gas failsafes. Oooo, or mortars and smoke grenades...but dissipation would kick in.
Hmmm, lot of potential.
Overall, great mod!
#201
Quote from: 123nick on August 25, 2016, 03:47:49 AM
really? you sorta made it worked? or does it work out of the box? if you fixed it, then i wouldnt mind if you put it up for download :)
Alright, I just finished testing it on a clean install (and caught a new error as a result) and boxed it up.
This should be considered a temporary stand in until skullywag has the time to revisit it. Obviously, at which time there will be no need for this and I'll kill the download (or sooner if asked, naturally).
I say this should be considered a temporary stand in because I did something some might consider controversial: I converted the stun grenades to use stock stun mechanics and excised the custom assemblies entirely (my assumption was they would have needed to be updated and I lack the technical know-how to do so, so out came the knife).
The assemblies only governed the behavior of the stun grenades, and since there is already a stun explosion mechanic in the stock game, I just....moved things over to using that instead. The grenades work exactly like you'd think, stunning everything in the blast radius, but obviously any custom mechanics from the assemblies have been lost. To be clear: it wasn't my intention to release this initially, but after testing it, it works flawlessly, doesn't throw any errors, and you asked nicely  :D.

Note: I'm rather new to this game and community, so if I misstepped in this rehost, let me know. Rereading the license... and it looks like I can't redistribute the textures from the mod. That changes things.

Changes:
- Converted Stun Grenades to stock stun mechanics.
- Removed Assemblies and Source folders (as no longer needed).
- Techlevel changed from Midworld to Industrial (Midworld no longer exists apparently).
- Components (with an S) cost changed to Component. This one threw me.
- Updated About and folder names to reflect that this is the "Stock Version" and that the changes were made by Deimos Rast. It's not so that I can steal credit - it's so people know who to blame if things go pear shaped ;D. Author is still listed as skullywag.

Issues:
- Stun Gun will still occasionally straight-out kill a target. I've tried a number of non-lethal mods, and they all do this.
- Bean Bag Shotgun is still op op (allows for infinite stunlock).

Download:
Note: Textures are not included as per the license requirements. Grab them from the OP and add them in - won't work without them.
https://www.dropbox.com/s/3v9zxittnkd8neb/LessLethals_Stock_NOTEX.zip?dl=0
#202
this looks like it has a lot of what I want, but I think I'll wait for compat with DE surgeries
might be hard to do from reading over this it sounds like
#203
I've been collecting "less than lethal" mods a lot lately. I'm curious to see if you implemented it any differently than the others out there.
Model looks grand by the way!
#204
Outdated / Re: [A14] Heavy defences 0.85 (20/07/2016)
August 26, 2016, 03:59:52 PM
So there is! Probably should have clicked through all the way...
Thanks.
#205
I know you're occupied with your other mods at the moment, but is there a reason the stun gun is not so less than lethal? 3D Grunge's Electroshock mod has the same issue, where about half the shots kill a muffalo straight out in one shot. Bean bag shotgun works fine, stun grenades work fine. Things that stun an enemy work peachy...things that down an enemy...less so.
I don't know how damage is calculated in this game (is it a product of projectile damage and speed?), but I suppose I could try dropping down DamageAmountBase a bit, or Speed, but I'm skeptical of that being the root cause. Is it possible to bump up the setMax on Consciousness to above 0.2 and still have them drop (what's the cutoff for unconscious?)? I know 3DG uses 0.1 - my thinking was that's too close to zero or something.
I really have no idea, just thinking outloud.
Cheers.
(p.s. I know it's not technically updated to A14, but I poked at it and it seems to work)
#206
Doesn't work for me; or at least is causing conflicts with the minimap. Don't have a log at the moment.
#207
Quote from: Grogfeld on August 24, 2016, 11:14:01 AM
Well that's well known bug other workaround is to set this colonist loadout as "Nothing" it's the only loadout that has no autoequip function.

Yeah, that's the solution I came to.
#208
Mods / Re: REQUEST : Taser mod
August 24, 2016, 04:12:29 PM
3D Grunge's Electroshock mod might be what you want. Not sure if it's available off steam or not.
Has a ranged and melee version.
http://steamcommunity.com/sharedfiles/filedetails/?id=730560055

Edit:
Also: see Skullywag's Less Lethal Mod.
#209
I'm getting a weird issue (this is what I think is happening): I set up one of my colonists to as animal trainer and I have a husky waiting to be trained for hauling. He, the colonist, is also assigned a kit for mining (just a pickaxe). In order to train the husky he needs to pick up some food and put it in his inventory, but that's not compatible with his loadout (or something), so he immediately drops it back on the ground. Then he picks it up again. Then drops it. Then picks it up again. He proceeds to do this continually at such a rapid pace that it actually throws errors ("colonist has started 10 new jobs in the past 10 ticks" or something) and the game locks him into "Standing" mode until I manually draft him a few times till he gets the message.
I've trained animals just fine before with CR, so I'm not sure what the issue is. Only change since then  is I added in the EPOE patch (not sure if that's still necessary, but everyone kept mentioning it, and I also use EPOE), but I'm skeptical that's it after looking it over.
I could be wrong in my reading of the events. Prioritizing "train husky" works and he carries the food over fine, but then immediately goes back to his dropping it on the ground routine after training finishes.
Any ideas?



---------------------------------------------

Quote
With tweaks, of course.
If you add in something like field triage (stabilizing a wounded colonist when picked up), the higher bleed rate should be less of an issue.
Also, the very fact that limbs are far harder to shot off already make it superior to the core game, when a pistol blasts off legs and arms galore.
There is a mod for field surgery. Called...Field Surgery. By JT.


#210
Outdated / Re: [A14] Heavy defences 0.85 (20/07/2016)
August 23, 2016, 08:30:29 PM
Does this work with Combat Realism? Those turrets look wicked and I'd love to get them into my game, but I'm concerned the colonist weapons aren't compatible with CR.
Hypothetically, if you didn't want to bother with making a CR patch (assuming it needs one), you could spin off the guns as a separate download, so people like me could at least use the turrets.
Just a thought. Either way, nice work.
;D