On the note of the hacking table I cant rotate it -_-
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#467
Releases / Re: [B18] RuntimeGC In-Game Cleaner
August 11, 2018, 11:48:17 PMQuote from: carnifex2005 on August 11, 2018, 11:41:21 PMYes. I have around 8gb assigned and it still runs outta memory but takes significantly longer then before.Quote from: rawrfisher on August 11, 2018, 06:53:53 PM
Is there a version for the unstable? I keep running into out of memory issues
Even in 64 bit mode?
#468
Releases / Re: [B18] Enhanced Development (Mod Collection) 2018-07-02
August 11, 2018, 09:10:36 PMQuote from: MisterVertigo on August 11, 2018, 08:39:21 PM
Greetings! Any chance for an update to ED-LaserDrill? I just started trying out 1.0 and I know I'm gonna miss this one! Thank you!
Try ED Excalibur. Its got all the mods in it but he has not done an update in a bit. Last I checked it does play fairly well with the current unstable
#469
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 11, 2018, 07:01:03 PM
Gonna try getting an output log for ya but the thing keeps either timing out or throwing out of memory errors
Gonna do some toying around on my end to see if I can address issues with memory usage
Spams log on reboot
Each instance is related to misc robots
Gonna do some toying around on my end to see if I can address issues with memory usage
Code Select
XML Verse.ThingDef defines the same field twice: comps.
Field contents: 40.010.0WTH_MechanoidPartstruetrue10.0.
Whole XML:
<ThingDef ParentName="RPP_Bot_I" Class="AIRobot.X2_ThingDef_AIRobot"><thingClass>AIRobot.X2_AIRobot</thingClass><category>Pawn</category><selectable>true</selectable><tickerType>Normal</tickerType><altitudeLayer>Pawn</altitudeLayer><useHitPoints>false</useHitPoints><hasTooltip>true</hasTooltip><soundImpactDefault>BulletImpact_Metal</soundImpactDefault><statBases><Flammability>1.0</Flammability><LeatherAmount>0</LeatherAmount><PsychicSensitivity>0</PsychicSensitivity><ToxicSensitivity>0</ToxicSensitivity><Mass>15</Mass><ComfyTemperatureMin>-110</ComfyTemperatureMin><ComfyTemperatureMax>110</ComfyTemperatureMax><MeatAmount>0</MeatAmount><MarketValue>850</MarketValue><MoveSpeed>3.00</MoveSpeed></statBases><inspectorTabs><li>ITab_Pawn_Health</li><li>ITab_Pawn_Needs</li><li>ITab_Pawn_Gear</li><!--
<li>ITab_Pawn_Character</li>
<li>ITab_Pawn_Training</li>
<li>ITab_Pawn_Guest</li>
<li>ITab_Pawn_Prisoner</li>
<li>ITab_Pawn_Social</li>
--></inspectorTabs><comps><li><compClass>CompAttachBase</compClass></li></comps><drawGUIOverlay>true</drawGUIOverlay><race><thinkTreeMain>X2_AIRobot</thinkTreeMain><thinkTreeConstant>X2_AIRobotConstant</thinkTreeConstant><fleshType>Mechanoid</fleshType><!-- <foodType>OmnivoreRoughAnimal</foodType> --><foodType>None</foodType><intelligence>ToolUser</intelligence><makesFootprints>false</makesFootprints><nameCategory>HumanStandard</nameCategory><wildness>0.1</wildness><mateMtbHours>0</mateMtbHours><ageGenerationCurve><points><li>(0,100)</li><li>(1,50)</li><li>(5,50)</li><li>(20,0)</li></points></ageGenerationCurve><lifeExpectancy>5</lifeExpectancy><lifeStageAges><li><def>MechanoidFullyFormed</def><minAge>0</minAge><soundWounded>Pawn_Mech_Centipede_Wounded</soundWounded><soundDeath>Pawn_Mech_Centipede_Death</soundDeath><soundCall>Pawn_Mech_Centipede_Call</soundCall></li></lifeStageAges><soundMeleeHitPawn>Pawn_Melee_MechanoidBash_HitPawn</soundMeleeHitPawn><soundMeleeHitBuilding>Pawn_Melee_MechanoidBash_HitBuilding</soundMeleeHitBuilding><soundMeleeMiss>Pawn_Melee_MechanoidBash_Miss</soundMeleeMiss><body>AIRobot</body><baseBodySize>0.6</baseBodySize><baseHungerRate>0.5</baseHungerRate><baseHealthScale>0.6</baseHealthScale></race><tools><li><label>left manipulator</label><capacities><li>Blunt</li></capacities><power>4</power><cooldownTime>1.6</cooldownTime><linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup><chanceFactor>1.0</chanceFactor></li><li><label>right manipulator</label><capacities><li>Cut</li></capacities><power>4</power><cooldownTime>1.6</cooldownTime><linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup><chanceFactor>0.8</chanceFactor></li><li><label>head</label><capacities><li>Blunt</li></capacities><power>3</power><cooldownTime>2.5</cooldownTime><linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup><ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable><chanceFactor>0.2</chanceFactor></li></tools><recipes><li>WTH_HackMechanoid</li><li>WTH_ImplantAI</li><li>WTH_HackLocomotion</li><li>WTH_ShutDownMechanoid</li><li>WTH_RepairModule</li></recipes><comps><li Class="CompProperties_Refuelable"><fuelConsumptionRate>40.0</fuelConsumptionRate><fuelCapacity>10.0</fuelCapacity><fuelFilter><thingDefs><li>WTH_MechanoidParts</li></thingDefs></fuelFilter><consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed><targetFuelLevelConfigurable>true</targetFuelLevelConfigurable><initialConfigurableTargetFuelLevel>10.0</initialConfigurableTargetFuelLevel></li></comps><uiIconPath>Things/Pawn/Humanlike/UI/IconHuman</uiIconPath><verbs><li><verbClass>Verb_MeleeAttackDamage</verbClass><defaultCooldownTime>1.45</defaultCooldownTime><meleeDamageBaseAmount>1</meleeDamageBaseAmount><meleeDamageDef>Blunt</meleeDamageDef><linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup></li></verbs><allowLearning>false</allowLearning><robotSkills><li><skillDef>Medicine</skillDef><level>4</level><passion>Minor</passion></li><li><skillDef>Cooking</skillDef><level>4</level><passion>Minor</passion></li><li><skillDef>Plants</skillDef><level>4</level><passion>Minor</passion></li><li><skillDef>Construction</skillDef><level>4</level><passion>Minor</passion></li><li><skillDef>Mining</skillDef><level>4</level><passion>Minor</passion></li><li><skillDef>Crafting</skillDef><level>4</level><passion>Minor</passion></li><li><skillDef>Social</skillDef><level>4</level><passion>Minor</passion></li></robotSkills><defName>RPP_Bot_Crafter_I</defName><label>Crafter Bot</label><description>A Tier 1 amateur-class unit capable of smithing, tailoring, and crafting.</description><robotWorkTypes><li><workTypeDef>Smithing</workTypeDef><priority>1</priority></li><li><workTypeDef>Tailoring</workTypeDef><priority>3</priority></li><li><workTypeDef>Crafting</workTypeDef><priority>2</priority></li></robotWorkTypes><destroyedDef>RPP_Bot_Crafter_I_disabled</destroyedDef></ThingDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:210)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
Spams log on reboot
Each instance is related to misc robots
#470
Releases / Re: [B18] RuntimeGC In-Game Cleaner
August 11, 2018, 06:53:53 PM
Is there a version for the unstable? I keep running into out of memory issues
#471
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 11, 2018, 06:19:19 PM
Yes. I didnt think anything of it at first either. Anything that is a mechanoid can have parts loaded into it. Was able to do it before having any research at all.
#472
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 11, 2018, 05:53:25 PM
I'm used to a 1x3 version of the bench from the hi tech facilities mod but its not compatible with the current unstable
As for how misc robots plays with this mod the haulers chase my builder bot around trying to load it with parts lol
As for how misc robots plays with this mod the haulers chase my builder bot around trying to load it with parts lol
#473
Outdated / Re: [A17] Harvest Everything! (28.05.2017)
August 11, 2018, 04:48:23 PM
Theres a harvesting mod on the shop. I think its recycle reuse replace or somthing
#474
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 11, 2018, 04:46:38 PMQuote from: Madman666 on August 11, 2018, 10:51:25 AM
Ugh, as i thought i suck at spriting. All I managed for now is this:
Probably looks too out of style though...
Yup, its atrocious, no matter how you look at it. I'll polish it some more.
Could you upload that as a retexture of the high tech research bench? Vanilla sux lol
As for the mod. Theres 1 mech in it that i swear is able to take out 200 tribles on its own lol. Tho its cost in parts the way you have it set will be insanely high
#475
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 11, 2018, 02:13:11 PM
https://steamcommunity.com/sharedfiles/filedetails/?id=1472926333&searchtext=
Could you add support for the mechs from this mod?
I can load em with parts but not hack them even with the researchs available
Could you add support for the mechs from this mod?
I can load em with parts but not hack them even with the researchs available
#476
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 11, 2018, 09:54:35 AMQuote
Those are large raids though. However, maybe having an "upgrade" that costs a good amount more resources than the normal shield belt would be useful?...You could also have a mech only shield belt, since I imagine that the mechs could power a better shield, considering they have a power core unlike us puny humans.
That would be a valid option. Having researchable tiers of shield belt upgrades would be reasonable. My examples would also be more tword endgame as umbreon pointed out. Early on it don't really make sense for the large capacity since raids are almost never that big.
#477
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 11, 2018, 08:26:55 AM
I have to disagree roolo.
It don't matter the capacity you get enough things slamming into it the shield is gonna go down quite fast. 300 is far more reasonable then you think. Now if I had said 1000 I could see your point That is a bit excessive but even medium raids can break a 300 capacity shield in a matter of seconds using just vanilla weapons. The mechs from the gunners mod which I use can deal 50 damage a shot and close up to a centipede with a mini gun or charge blaster can break a 300 shield in 1 volley sometimes. Imagine what would happen to a shield with 150 capacity against a group of enemies with sub machine guns focusing it.
I know we will not agree on this since we play entirely different types of games on here.
I'll leave that random wall of vomit up but my point is large groups can take out a shield fast if its capacity is in the range you mentioned. I do agree a 300 would be excessive against smaller raids or for someone playing medium. Personally I play merciless mode and have some odd bug that heavily inflates my colony wealth. Looking forward to a debate on this since it will definitely be more entertaining then my normal routine.
It don't matter the capacity you get enough things slamming into it the shield is gonna go down quite fast. 300 is far more reasonable then you think. Now if I had said 1000 I could see your point That is a bit excessive but even medium raids can break a 300 capacity shield in a matter of seconds using just vanilla weapons. The mechs from the gunners mod which I use can deal 50 damage a shot and close up to a centipede with a mini gun or charge blaster can break a 300 shield in 1 volley sometimes. Imagine what would happen to a shield with 150 capacity against a group of enemies with sub machine guns focusing it.
I know we will not agree on this since we play entirely different types of games on here.
I'll leave that random wall of vomit up but my point is large groups can take out a shield fast if its capacity is in the range you mentioned. I do agree a 300 would be excessive against smaller raids or for someone playing medium. Personally I play merciless mode and have some odd bug that heavily inflates my colony wealth. Looking forward to a debate on this since it will definitely be more entertaining then my normal routine.
#478
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 10, 2018, 06:19:49 PM
Would have to be a custom sheild belt. Vanilla one is worthless against anything high power or rapid fire
Maybe not super high capacity but around 300 or so or tie it to some form of battery system
Maybe not super high capacity but around 300 or so or tie it to some form of battery system
#479
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
August 10, 2018, 02:51:26 PM
Your mod made a noticable impact on misc robots lol. Can load mech parts onto the robots from misc robots and I think they can even be hacked lol
#480
Releases / Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
August 10, 2018, 06:56:41 AM
Thanks fluffy. There was some nice bases I made outta ruins that I couldnt transfer
