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Messages - Deimos Rast

#61
saw this on steam awhile ago, good to see it getting a thread.
First time I've seen terms and conditions, but they seem good ones. ;D
#62
Try switching the ProjectileDef to 'Bullet' and see if it makes a difference. I doubt it, in fact you could even say it's a...long shot...but on paper, assuming I looked at the right sniper rifle, it looked fine.
We are talking about the same gun, yes?
#63
So I compared the accuracy of the Fed Sniper Rifle (Intercessor) and the Stock Sniper Rifle. The accuracy curve for the stock sniper rifle, after touch range is effectively flat (0.86 > 0.86 > 0.88). The Intercessor, however, curves up at the end rather sharply (0.7 > 0.9 > 0.95). In short, you really need to pick far away targets.
There is no forced missed radius or anything, so that explanation is out.
The only other explanation (which I find unlikely) is the projectile being fired: the Intercessor fires an explosive round, whereas the Sniper Rifle fires a regular bullet. I'm not suggesting the game is modeling different ballistics or anything; rather that (if anything) thingClass 'Projectile_Explosive' is different than thingClass 'Bullet' (might have a built-in forced miss/inaccuracy that needs to be overridden). It's a bit of a stretch, but that's the only other difference I can think of.

========================================
@rooki1
I just finished putting all the weapons of Rimsenal (regular) into a spreadsheet with stock weapons and High Caliber weapons, and there are a few discrepancies you might be interested in.
- Most importantly, almost all of your weapons WorkToMake values are off by a wide margin (usually by x10). Obviously, this is dependent on taste, but compare the stock Assault Rifle (Work 120,000 Value 650) and the GRC Carbine (Work 12,000 Value 700) or the stock Pistol (Work 32,000 Value 200) to the Lynx Tactical Pistol (Work 8,000 Value 300) and you get the idea. Every single gun (and melee weapon) comes in under the stock WorkToMake values.
- Jaguar & Grendel Grenade Launchers have "flyOverhead = true" which is usually (almost always) reserved for mortars.
- Grenades: I don't think this actually causes an issue, but it's something that's an error in the stock game: the space between 'Radius' and the '>'. Your grenades have it. <explosionRadius >4</explosionRadius >
- Graydale DefenceTech is currently set to tech level Industrial (not Spacer), has not requirement of a MultiAnalyzer, and has no prerequisites, making it completely different than ever other tech. If intentional, disregard comment.

That's it for now. I'll post the spreadsheet when I add some more to it, if you're curious.
I'm really enjoying the level of attention and detail you put into this mod. I specifically like all the names you gave the weapons. Really makes the whole thing come alive. Very well done. Top tier. :)

#64
CCL lets you do really cool things, like with the LED mod, change light colors without deconstructing them. The out of game cost of that obviously is the plugin requires more work to maintain. Luckily, both of these mods are pure XML (no plugins), because I don't know plugins. ;D

Anyway, I know I said I'd get to it tomorrow, but I lied. Sorry. I did it tonight.
===============================


Advanced Lamps v6.3.1 [A15]

This is the version that is faithful to the original. A couple of changes snuck in, but I specifically left out balancing related ones because they take longer, and to make the next version seem more substantial. ;D
Everything tested in game and working; no errors or warnings in sight.

Changes:
- Electricity tech now required (for research and building).
- Wall Lamp now works
- Lights now Flickable and Breakdownable
- Moved UV & Adv Sun Lamp to 'Furniture' from 'Misc' (to be with the stock Sun Lamp)
- Some other internal changes that have little functional importance other than convenience and clarity.
- Outdoor Lamp & Adv Outdoor Lamp no longer placeable indoors. Porch Lamp still can be.

Note on stock overrides:
- Overrides stock colored standing lamps (I made no changes here):
           - Power consumption 75 > 50
           - Cost: 15 > 50 Steel
- If you don't like this, too bad! Just kidding. Go into Defs/ThingDefs/Lights_Stock.xml and delete it to restore the vanilla values (and textures). Or wait for the balanced version.

Credits:
Igabod creator and author of original mod, all credit belongs to him.
A11 by Loki88
A12d by Jerome736 (and who wisely used Dropbox with a non-expiring link!)
A15 by Deimos Rast. All bugs and errors belong to Deimos Rast.

License:
- See OP for specifics. In short: open.

Download:
Advanced Lamps v6.3.1 [A15]

Note on balanced version and request for feedback:
- If you have an opinion (and it's a relatively coherent one) about the material costs of things in this mod, let me know for the Balanced version. Keep in mind, based on the textures, these are pretty fancy lights. I'll admit I'm not the most experienced RimWorlder and have no idea what resource pools look like end game, so chime in if you do. Otherwise, I'll just stick closer to stock values.
#65
@Topper
Continuing a conversation from a different thread:
I'll be honest, I did the other a on whim and considering every download link for this mod has been deleted due to age...
But. He picked a really good license, and that needs to be rewarded. And. I found a link to a dropbox download for an unofficial A12 version. ;D
In short, yeah I'll update it (probably tomorrow).
I'm really tempted though to balance some of it. I know it's always controversial when someone steps in and says "I did a version bump plus all these other things nobody might have asked for."
But looking at these lights and the OP, I'm seeing 500-750 power consumption on some, beauty scores of 25-35 (by comparison the LEDs had 1-4), and at least one light costs 75 steel.
I'll probably do two versions, one faithful to the original, and another that has some balance thrown in.
As for merging with the LED mod? It'd make sense, but I'm more doing this more spur of the moment and if I did that it'd be a new mod entirely and probably need a new thread. Both mods have really good licenses, so that's a big plus. It would use the LED mod's Lighting category, and probably have a consolidated tech tree (maybe two tech max). I'll say I like and favor the idea; I'm more just concerned with stepping on toes.
#66
Outdated / Re: [A13] LED Lights - V 1.4 (14/4/2016)
September 10, 2016, 05:45:45 PM
Shouldn't be too hard to get the base (i.e. non-CCL) version working with A15. That would mean you'd have to deconstruct the lights to change color though.

Edit:
I updated it to A15. All credit for the mod belongs to Loki88. All blame for errors belongs to Deimos Rast (and I'm not just saying that).
- I made a second version (mainly for myself), which simplifies the research requirements. It consolidates 3 techs into one and it no longer requires the High Tech research bench. If you want that version, the second link is for you (it'll say SIMPLE).
- Tested both versions in game, works fine, although they could be brighter (something else I'll probably change in my personal version).
- See included Changelog for details.

Issues:
- Placing two different colored lights next to each other causes overlapping colors to cancel. There can only be one!

License:
- See OP.

Download:
LED Lights v1.5.1
LED Lights Simple v1.5.1
#67
Quote from: LustrousWolf on September 10, 2016, 12:27:37 PM
This mod being continued to A15 or is it fully fully dead now? FeelsBadMan
No, it depends on CCL and CCL hasn't been updated yet. It has updates pending, but is on hold effective till CCL comes through.
#68
Outdated / Re: [A15] - Not My Father - (Starwars Mod)
September 10, 2016, 04:01:34 PM
Quote from: zmadz on September 10, 2016, 08:40:19 AM
i like this mod thx for bringing in some difference, the biggest problem for me is that now as a melee u can't hunt hope someone will bring a mod that will allow this, since drafting pawns to hunt with lightsaber sucks :(
There is a melee hunting mod on steam; sorry for being OT, I'll update this when I finish reading the rest of the comments.

================
Don't really have anything to add, so I''ll leave you with a link to the other star wars in development in case you didn't know about it. I think they are focusing on WH40k instead.

https://ludeon.com/forums/index.php?topic=25040.msg256177#msg256177
#69
Releases / Re: [A15] Natural Surgery (More)
September 10, 2016, 04:04:42 AM
more surgeries, yay!
slight problem though: I just released a brain surgery mod that, while it doesn't conflict currently with your's, likely will in the next version. Namely, the bodydef for brain and the brain defName. Any suggestions how to resolve it?
#70
Outdated / Re: [A15] - Not My Father - (Starwars Mod)
September 10, 2016, 03:33:33 AM
I have to say I much prefer the newer heads, although the green tinge in the screenshot makes it a bit hard to judge correctly.
As for optional GFX patches and packs, my concern for you would be having too many balls to juggle as this thing picks up steam. Every time you release a new faction (assuming you do), that's another GFX patch that needs to be done, and it just strikes me as a headache that you don't need. I would pick a single art style and stick with it.
Alternatively, something that would still hit the graphical diversity nerve (but would require a little bit more work), is if you actually created full new apparel pieces. The most obvious is Stormtropper armor for Snow/Hoth or armor for Desert/Tatooine, with stat bonuses accordingly. Jedi/Sith robes would be another (social impact, chance to social fight, etc). Might not be terribly exciting, but would give you a chance to refine things some.
Keep in mind, I'm not an artist, so my advice might not be worth a whole lot. ;D
Cheers.
#71
Quote from: dragonregure on September 09, 2016, 09:01:26 PM
Im checking it using RCC, and theres conflict. you can see at the pict.
Well its not like i can't load my game, but how can i know the mod working or not?

So High Caliber has custom sounds for the stock guns and overrides the base games sound definition files to tell it to use its version instead. One of the things RCC checks for is if two things have the same "defName" (basically their internal name the games sees) and if two things share the same name, conflicts can happen, either intentionally or not.
That's probably what you're seeing (by my count there are 23 sound definitions and you have 21 conflicts). If you want to test this hypothesis, try removing the "SoundDefs" folder and running RCC again. I believe you should be able to play without the folder entirely actually, as HC guns all use custom sounds IIRC, but there is a chance it could throw a "sound missing error" on load and when a gun is fired. Alternatively, check the log while the game is running via Dev Mode (see options screen) and see if anything pops up. If you really wanted to be sure, check RCC.txt for the detailed output of the program.
TLDR: The conflicts probably aren't conflicts and/or are intentional.

======================
@eatKenny
Take a look at the LAW config, the TouchAccuracy reads with a comma instead of a period.
<AccuracyTouch>0,50</AccuracyTouch>
#72
Outdated / Re: [A15] Brain Mod
September 09, 2016, 10:53:57 PM
Quote from: kaptain_kavern on September 09, 2016, 09:59:37 PM
Congratz for the release. I'm try that one for sure!

For DEsurgeries I restrained myself to add more "magical/technologically unrealistic" operations (and had positive feedbacks about that) so I want them to works well together. I'm here if you need anything regarding that.

Edit: I just browse quickly throughout your code and I can't find compatibility issues with DEsurgeries either. It was I quick browsing bit I'm 99% sure of it.
Much appreciated!
The next version will bring things in line with DESurgeries VeryHard surgeries. I'm not sure what I want to do on medicine costs, since DESurgeries lets you cure Alzheimer's/Dementia for 3 GlitterMeds and I currently have it at 1 + Brain, which feels a bit cheap. Probably make it 2, since brains while relatively abundant (with harvesting), still have a high market value. It might be more cost efficient to harvest a brain, sell it, buy 3 glittermeds with the profits, then cure your illness that way. I don't really see that as too much of an issue (provided the numbers are reasonable) considering the extra time investment.
#73
Outdated / Re: [A15] Brain Mod
September 09, 2016, 09:44:58 PM
Quote from: tiger33116 on September 09, 2016, 08:21:51 PM
Well done I'll have to try this out. Is there a possibility of adding some kind of hive mind implant? I have next to zero knowledge on moding so I don't know if it's possible.
I like the idea, but that's probably plugin territory, which is sadly beyond me at this time.
If it worked like I think you're thinking, where the more people that have it installed, the greater the stat boost (or whatever) OR the more people with it in proximity the greater the boost. Either way, you'd need some way to adjust in semi-realtime the scalar on the stat boost, which is where the plugin would come in.

Quote from: Rafe009 on September 09, 2016, 07:09:27 PM
Even if personality transference was a thing traits themselves break along the lines of : psychological and physical

So cannibal, masochist, prostholophobe, pyromaniac, nudist, dislikes men should be tethered to the brain in question while something like: creepy breathing, annoying voice, beautiful, ugly should be strictly associated with the body

If you could create a trait called body dysmorphia that would appear if a male is put in a females body or might just appear if anybody is put in an alien body that would be interesting.

Anyway, it looks fun.

Yeah, I'm sort of a proponent of the idea that a certain portion of a person's personality resides in their body as a whole (call it some type of advanced "muscle memory" if you will). It's an esoteric concept, but more importantly it gives me a convenient excuse/explanation if something doesn't fit exactly. ;D
#74
Outdated / Re: [A15] Brain Mod
September 09, 2016, 05:13:43 PM
haha, twisted, but sadly no.
When I add in brain harvesting, it'll be just a generic brain that's added on harvest, like an "Eye" you get now. So your raider's brain will be effectively identical to any other brain, no quality attributes or anything (now there is an idea).
If someone knows how to write a plugin for "personality transference" I wouldn't be opposed to offering a version (in addition to a simpler version without it) with it, since people are going to keep asking for it.
Disappointing I know. :-\

Edit:
Technically you could do what you suggest, it just literally would have no effect.
#75
Outdated / Re: [A15] Furniture - chicken nest
September 09, 2016, 05:08:26 PM
this looks really cool, thanks.
You could probably somewhat restrict it to smaller animals by dropping down the allowed animal size value till it just got the chickens, but it'd probably still get rats and such. Probably not worth it.