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Messages - Dubwise

#136
there
Quote from: Sliderpro on March 09, 2018, 05:15:26 AM
Can I request something like a changeable multiplier?

there already is one in the form of the reactor itself, just use the small core and put less fuel in and or drop the flux level to get more lifespan instead of power output, you could run something like 8 fuel slots on lower flux and think of it like just a few geothermals worth of power that can last 10 years and took a bit more effort than just 2000 research points to make, the megawatt setups are just for fun really, adding a mod option slider for the power output would just be a slider on a slider which is a multiplier for a multiplier on a few more multipliers of a curve on a another multiplier * tickrate or something like that
#137
Quote from: Kori on March 04, 2018, 07:47:04 PM
QuoteSimple skylight you can install into roofs, as sunlight levels increase the radius of light will expand.

Hello dubwise,
can you explain how this is supposed to work, please? I always have the area of the window + 1 lit and this radius is always the same.
If this is how it works, could you please consider to add mod settings that allow us to slightly increase the radius, maybe with 50% of daylight on the edge to get a smoother transition? :)

sorry i didn't update the description for the changes, it used to be a 1 cell window with a radius that would expand and contract using the same glower system as standing lamps so it wasn't real sky light, i changed it so that the actual sky light is passing through as if the roof isn't there, works 100 times better and you get moonlight and i can make different sizes of window but cant do the radius thing anymore, so instead it just lights the cells directly under the window and adjacent cells
#138
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
March 04, 2018, 07:26:24 PM
Quote from: SzQ on February 11, 2018, 07:53:34 PM
Could we get dust storms for desert biome?

i started working on making that standalone but i didn't think anyone was interested compared to other mars features, it would basically just add the storms the dusty solar panels and the devils, maybe one day after mars v4 is finished.

Quote from: Harry_Dicks on January 27, 2018, 05:13:38 PM
But the idea is since you have a working air system for MarsX, maybe you guys could help each other out. It just crossed my mind that the two things you guys mention sound so similar :)

sounds to me like its meant to work with vanilla rimworld as an actual extra biome, it would have to have a very simple air system like subnautica to make that playable in vanilla, and it would be grim if everyone just had a copy of my code and did exactly the same thing with it, better if people come up with their own solutions for their ideas so you don't just feel like you're playing a reskin of a reskin, like my rimatomics reactors aren't the only way to do it someone could make an easier one or one that's an accurate simulation, if you just say use this or that because it already exists then you're denying them any creativity, but then i guess that depends on if you are trying to just rush a mod out and move on or if you are making one because of the challenge and have your own ideas about how to do something.

As for updates i have been constantly getting sick as a dog since christmas like everyone it seems, colds and flu's that come back over and over and infections and just general yuk, so nothing new to show off, just been trying to keep on top of bugs in rimatomics and hygiene, weather is warming up now so frozen fingers crossed i won't get sick again and i can crack on with more B18 stuffs
#139
ok thanks i'll log it and see if i can catch it happening while im testing
#140
hmm i haven't had an out of bounds yet, map size normal? is the silo in an odd spot like edge of the map? did you see the missile climb and exit the map?
#141
Quote from: Harry_Dicks on February 12, 2018, 07:19:34 PM
Also random off the wall question - do you ever plan on adding in more events?

would just like to get some enemy missile bases working, so you have to counter them with raids/missiles/missile defense, and i have ideas for other things to expand the rimatomics faction so they might be able to offer support or offer missions, its going to take a long time to get to all that though because i have to get marsx v4 finished first, maybe later in the year.
#142
Quote from: Imca on February 13, 2018, 05:54:38 AM
I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.

there is a fuel burn rate slider in mod options now if that helps, i just converted all the values for fuel into defs so you can fiddle with that in the next patch, can probably make new types too but not tried yet
#143
Quote from: The_Spare_Ace on February 12, 2018, 05:53:40 PM
Is there a way to get all the railguns to fire, though? Selecting fire mission on the console doesn't seem to work at all, and anything related to selecting all railguns and ordering them to do something is screwed. Only one seems to fire (at most) no matter what.

you cant select multiple railguns and do 1 fire mission target select for all of them at the same time, its just how the target picker works since im doing something pretty odd with it which is why i had to add the button to the weapon console, and i just tested the button on the console and it seems to be working fine for me, all guns lined up and started firing on the area i designated, it uses a hell of a lot of power so make sure you have a bunch of ppc's filled up, pretty high tier stuff doing a railgun barrage at those ranges
#144
send someone to the settlement to spawn the map, then select a railgun and click the fire mission button, then pick a target on the map, it can take a lot of power depending on the range
#145
hmm not sure im getting my point across properly, the problem right now is that i already made them waaaaaay too dynamic with the range and power adjustment buttons + power*distance scaling + upgrades , and by trying to balance out the maximums it made them look underpowered unless you micro managed them during fights, so im in the process of simplifying it all and beefing them up, in other words more gamey less simmy. And when i say pew pew i mean like plasma rifles, or those plasma miniguns mechanoids have, stuff that rapidly shoots inaccurate bolts of blue energy like star wars, i don't plan on adding anything like that because its like standard glittertech stuff and with this mod im going for like - raytheon / general atomics - present day tech with a little c&c and total annihilation mixed in for fun since i grew up playing those, i really want to get into doing more missiles and anti missile systems, satellites, arms buildups, an arms race
#146
its already hidden under floors which is how i like it, i guess i could do a mod option to just make them always invisible, but if you want outside pipes to be invisible then you can just replace the texture with a blank one for now
#147
no the upgrades will stay, the problem is that the energy required per shot increases the further away the target is, and cooldown time increases with it, so an obelisk shooting at a target a few cells away might use a 2kwd pulse with a 4s cooldown, and 30 cells away its 6kwd with a 15s cooldown, you have to manually adjust the range and damage settings so you don't blow your load early.

I made it that way so that something like the obelisk could have crazy range on it with huge damage and be 100% accurate in any conditions, but to sustain it at full power and maximum range you would need crazy amounts of power, but that means you have to manually dial back the range and maybe reduce the damage setting if you have modest reactor setups, and i doubt many people do, so i need to ditch all that power over distance multiplier stuff, make it all nice simple constant values for pulse size and cooldown time, and let the upgrades be the way to choose how you want an energy weapon to handle.

i also don't want to do any pew pew pulse lasers, i like beams, i might just add some fire mode buttons so you can switch the tesla coil from single high power pulses to bursts of rapid low power pulses
#148
tend self in the game is just a toggle button which allows a pawn to walk to the nearest medicine and stand on the spot tending their own wounds automatically if they are set to doctor and are working, my kit can be carried by anyone, adds some medical stat boosts, has 20 uses, its fully manual with buttons so its setup for fights, can force them to med up anywhere and while drafted, allows them to med other pawns during fights, very different
#149
Not really a big update, just few bug fixes, the transformer cap is just the max power a single transformer can output, the reactor and turbine still has to produce the power. As for energy weapons i have started to recode them all, they are too complicated and have a few bugs which adds to the confusion, for zombies you just want lots of bullets flying around really, miniguns and fire, energy weapons are best against enemies in cover.
#150
Quote from: Valor on February 10, 2018, 01:08:06 PM
Quick question: Why public bathroom doesnt add mood buff if its very impressive? To benefit from mood buffs do I really need to make personal bathrooms?

Basically public bathrooms can be a room full of individual little stalls which are technically each their own room, so you cant make them nice for mood buffs, going to the effort of making a private bathroom for a colonist is a big deal and they are usually always a single room with everything in it, so i figured that it made sense to have a mood buff for that