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Messages - Deimos Rast

Mods / Re: Please help me bring my scenario into A15c
September 13, 2016, 10:02:04 PM
Yeah, I don't know, I would ask the guy who did it successfully. I made and uploaded a scenario to see if I could figure it out, but nope.
Outdated / Re: [A15] Metro Armory, Ushanka!
September 13, 2016, 09:48:57 PM
Quote from: Serenity on September 13, 2016, 07:55:39 PM
The hats look nice. How do the tagelmust and ushanka compare to cowboy hats and tuques as far as temperature protection is concerned? Are they the same and this is just a cosmetic difference?

Ingredients: Fabric
Cost: 30
Work: 2500
AR Blunt: 0.02
AR Sharp: 0.02
Insulation Heat: 10

Ingredients: Fabric/Leather
Cost: 35
Work: 3500
AR Blunt: 0.04
AR Sharp: 0.03
Insulation Cold: -14
Insulation Heat: -2

Cowboy Hat
Ingredients: Fabric/Leather
Cost: 25
Work: 5000
AR Blunt: 0.03
AR Sharp: 0.03
Insulation Heat: 8
Social Impact: 0.15

Ingredients: Fabric
Cost: 25
Work: 1500
AR Blunt: 0.03
AR Sharp: 0.03
Insulation Cold: -10
Insulation Heat: -2
I just got done with a fairly extensive look through of your three USCM mods (Core, Turret, Faction) and I have some feed back if you're open to it. If not, that's cool too, and feel free to skip to the part where I talk about Acid Blood experiments.

Overall, the mod is excellent. The artwork especially shines, but you really did a good job with the iconic sounds as well. My only complain with the sounds is that the Sniper Rifle sounds weak, while the Shotgun sounds like a thunder clap - I would switch the two personally, or at least increase the volume on the Sniper Rifle.

Honestly, the biggest issue is one of balance, with your weapons and armor coming in above stock, often by a fair bit. I understand these are supposed to be futuristic items and thus superior, but your body armor is better than stock power armor, but cheaper than a stock armor vest.

In general, your items have a very high MarketValue, generally x3-4 times their stock equivalent. I was going to write crafting recipes for these items, and MarketValue is one of the inputs I use, but with numbers this high, that becomes difficult.

- The pilot helmet costs more to make than your body armor.
- Shotgun has a bullet speed of 220; by comparison the stock sniper rifle has a speed of 100.
- Flamethrower is missing "ai_IsIncendiary" true.

Sentry gun doesn't require power? I know it's intentional for it not to be broken down, and only obtainable via trader, but no power?
It currently has a "specialDisplayRadius" of 25.9 (same as stock) even though the range is 34.

Also, I'm sure you already know this, but the OP and title are out of date and don't list all three mods, only USCM - Core A14.


Acid Blood
I spent a few hours trying to see if I could figure out your acid blood problem with pure XML. Sadly, at least so far, I failed. As you already guessed, you'll probably need a plugin.
Here's what I tried or at least my thought process:
- Blood is classified as 'Flith' which has cling-to-Pawn mechanics already built into the game. However, it can't do damage directly (that I know of)
- Fuel is a 'Filth' which can feed Fire which can do damage and apply Hediffs. The Hediffs I was interested in were 'ToxicBuildup' and 'Burn'.
- I successfully created an Acid damage that applies ToxicBuildup and a Burn, which is easy. Getting Filth to do that damage, I did not succeed at.
- Boomalopes explode in fire on death - might be useful.
- Firefoam Popper has some unique "spawn filth on damage taken" mechanics that might also be useful.
- It was a couple hours going around in a circle with this, but always coming back to the 'no damage from filth' business.
and so it begins.
Kind of sad about the breakup, but I understand, especially if you didn't use too much of CCL. It had to happen sooner or later.
The important thing is it's done, and for that you have my thanks.
Cheers mate!
Outdated / Re: [A15] MBS Double Sleeping Spot (13-09-2016)
September 13, 2016, 03:22:10 PM
did you just double the size/drawsize or is there something more devious a foot here?
either way, clever clever.
Ideas / Re: Hoppers and Electric Smelters
September 13, 2016, 08:39:51 AM
Here you go.
I made the hopper a universal storage thinger. You can limit it as you normally would in the storage tab.
The smelter is now the size of the crematorium. It also wants a hopper now.
Note: I tested it in game, and while my colonists put slag chunks on the hoppers correctly, they then immediately took them off shortly after. Not sure what that's about, but everything is working under the hood flawlessly.


edit: gonna poke it some more in the AM, might be workgiver issue
Ideas / Re: Hoppers and Electric Smelters
September 13, 2016, 07:59:11 AM
Let me see if I got this straight:
>Bigger smelter
>Hopper accepts slag
>Smelter accepts hopper

There is a mod that tried to make a version of the hopper for modders to use, but I don't think it ever caught on (Autoloader). The changes you want should be pretty easy to make I think.
Mods / Re: [Mod Request/Idea] Genetic Superiority
September 13, 2016, 07:53:01 AM
Damn, I was hoping for eugenics and you went with werewargs. Story of my life. :-\
In all seriousness, this would be a massive undertaking. It seems like it would effectively double the size of the game. I would start small and build from there. Start with a single cloning vat before you start trying to model mutations. Rimworld might not also be ready for man bear pigs either. ;)
Video / Re: Alpha 15 - Medieval Times Mod - Vinland
September 13, 2016, 07:06:13 AM
solid introduction right there; deserves a watch just for that. Instead of just posting a link for subsequent episodes, you could give a one sentence synopsis of the episode. It'd make it seem more like a book, or in this case a saga. Just a thought, might be too much work.
Video time. ;D

Edit: there is a new Medieval mod out: Rimworld Medieval Edition on steam. Also, there is a mod that removes all factions and guns on steam. You might already know all this, but I'm just giving you feedback based on the first episode. And you got that fancy tech because you technically did the "Classic Start" and it's tagged with it. Tribal start is what you should have done.

Cadence good; delivery, tone, clarity, all that vocal stuff all by and large good (although you do have a tendency to trail off on occasion and get quieter, especially as the episode progressed).
I really liked the intro with the explanations of the back stories (I happen to enjoy history a lot and everyone loves Vikings, so it was a good time :D). 
Anyway, I subbed and I'll be watching.
did you unpause it? not trying to be a dick - it's 6am and that's all I got, lol. :)
Ideas / Re: Hauling/Carrying is too Inefficient
September 13, 2016, 06:54:37 AM
Not sure if it's been suggested yet, but...
you could just go into (this is from memory so sorry if slightly wrong) StatDefs > General_Pawn_Stats and adjust carrying capacity and/or move speed and other such stats.
Quote from: Topper on September 12, 2016, 10:44:07 PM
Best lift the skirt and make sure the mods arnt the same sex as a merger between them would be a sin against god :) And only 2 mods at a time please..none of these polygamous merger shenanigans. Also back in Alpha 1986 Advanced Lamps and I alloped and produced a baby out of wedlock. LED should know Lamps isnt a virgin and has a bastard child named Bathroom NightLights.
I have no idea what you just said but I laughed. And I seemed to remember it was you who suggested the merger and you who started this whole thing off. I'm just punching keys over here. ;D
As for more than 2, I don't know of a third of hand. To be honest though, I'd rather keep it smaller - I'm not out to build an empire out of other people's work. Just doin' me civic duty and such. ;)
Still waiting on Loki88 though; no rush obviously.
I spent an hour or so looking this over, and while it's certainly doable, I'll be honest: I don't really see the point. If you want Bionics, you go EPOE. If you want advanced tech, you go GlitterTech. I think it might be time to let this one go.
Mods / Re: Please help me bring my scenario into A15c
September 12, 2016, 10:05:44 PM
So I made you a thing.... ;D

Picture them there, standing on the hill at sunset, gunfire rippling through the still evening air, Team Six! But they are not alone - in fact they are surrounded by a horde of vicious, man eating...CHINCHILLAS. Wave after wave of the snarling, bloodthirsty chinchillas pour out of the walls of the canyons - Team Six crash landed into a Chinchilla Warren! Is this the end of our heroes? Will they be devoured by cute furry monstrosities?! Find out next week (or by playing this custom scenario)....
;D ;D ;D
Totally just messing with you. I copied and pasted everything you wrote in the OP; tested it and it loads fine.
To upload it to the Steam Workshop, you'll need to go into New Colony > TeamSix > Scenario Editor > Edit > Upload to Workshop
I set it so that it doesn't require any mods, let me know if that's a problem.
To install, put in your Scenarios folder (it's in the same directory as your Saves folder).


TeamSix Scenario

P.S. the file hosting site you used is kind of dodgy...
I have been talking to Igabod and Loki88 since I updated both of their mods. The question on the table is whether to merge or not. Igabod is fine with the idea; haven't heard from Loki88 on the matter (although he's fine with me updating).
This mainly determines the nature of the new thread I make, since I'm guessing it'll probably be me who takes up official stewardship of this mod. Note: Stewardship =/= Ownership.
I said this to Igabod, and I'll say it now publicly: assuming I take over this, if at any time Igabod wants to resume control, he's welcome to it. If I merge the mods, either Loki88 or Igabod is welcome to it (if they both do, they might have to armwrestle for it or something), at any point, or are welcome to split their mods off again, no questions asked.
And that's all the news that's fit to print. :D
Feel free to chime in if you have an opinion on the merger.