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Messages - Rah

#181
Just wanted to say thanks to everyone who voted RBSE to 5 stars. We now have a 99% positive rating for both editions! --- Feel free to send me a message or leave a comment if you have any suggestions for tweaks etc. Enjoy !
#182
The main reason is that it wasn't immediately apparent to me how the shield window worked when I put in the code, but I figured it probably wasn't something that had to be there, so I left it like that. Balance was one thing that seemed to justify it.

You basically get more control over an already powerful armor set, and more control = more power. So f. ex. by it being visible, you get to pull back / hide every time you see that it's low, reducing risk of damage. I might look into it again though, because it's not a huge thing.
#183
Quote from: Plasmatic on June 15, 2017, 01:00:07 PM
I love the armours, they look great and function great, though I was wondering if it was possible to have the shield show up at bottom of the screen like a shield belt does?

Also, how hard would it be for me to modify the amount of shield the armour has? I notice that the xml only lists <EnergyShieldRechargeRate>0.1</EnergyShieldRechargeRate>
<EnergyShieldEnergyMax>1</EnergyShieldEnergyMax>


Which doesn't look like the actual value. (I assume that is in the .dll?)
There are a few reasons for why it's not visible, one being balance, but I might consider that. With regards to the last question; That is the energy value actually, so you can modify it if you want.
#184
* Tinkered a bit with the recipes to include some medicine level reqs. for synthetic organs etc. And you can now also use herbal medicine for bone surgeries, like all the other surgeries.

Sorry for the constant small hotfixes/updates, but this is probably the last one. If you subscribe on steam you get these automatically though.

@Plasmatic, the regular medicine requirement for bone surgeries was actually not supposed to be there, so I removed the exception code. You can use herbal medicine now, at your own risk ! Thanks for the report.
#185
* Updated RBSE to ensure that it will not conflict with any mod that alters trade ships. Hyperweave frequency is now patched directly into the trade file.

This is only for people who have trade ship mods, so you don't need to download unless you have that. Enjoy !

#186
Hey Platonov, I might do that. thanks for the suggestion.
#187
* Pain debuff from the neurostimulator nerfed to 15% from 30%. This should bring consciousness up from 90%, to 98% in a healthy colonist.

After some feedback and some testing I decided to nerf pain a bit on the neurostimulator. In A17 pain affects consciousness pretty hard, so I felt it had to be done. Sorry for the late update !

@coldcell, yes this works with A17b
@Love, np mate
@Ubese, not atm, but it's possible to extract the steam version from the steam folder if you want, and put it in your mod folder.
#188
np mate <3
#189
you don't need to download again, because it's barely noticeable. But for those who are interested, here you go:

* fixed an apparent vanilla oversight in A17. hands, feet, fingers and toes now have A16 coverage.

#190
*fixed helmet texture issue
#191
I was hoping for a hotfix from Tynan, but I don't think anyone reported it to the bug forum. So I might release a small update soon for the people who are interested in this.
#192
tiny update(no gameplay changes): changed sound file and a couple of other things. Don't need to download again.
#193
Bugs / [A17] Custom Mod Sounds only play once
May 29, 2017, 11:13:34 PM
I've been scratching my head trying to get a sound file to play every time a pawn operates a certain workbench. But the sound only plays once, and when you cancel the project or let the pawn finish, and then start a new job on that same workbench, the sound is gone. It will not return unless you reload the save. All the other vanilla tables have their own sound which repeats every time you start working on them.

I've tried to tinker around with the XML code, but to no avail. This is how the code looks like now:

<?xml version="1.0" encoding="utf-8"?>
<DefPackage-SoundDef>

  <SoundDef>
    <defName>RBSESound</defName> 
    <sustain>True</sustain> 
    <context>MapOnly</context>
    <eventNames/> 
    <priorityMode>PrioritizeNearest</priorityMode> 
    <subSounds>
      <li>
        <muteWhenPaused>True</muteWhenPaused>     
        <grains>
          <li Class="AudioGrain_Folder">
            <clipFolderPath>RBSESound</clipFolderPath>
          </li>
        </grains>     
        <volumeRange>
          <min>10</min>       
          <max>10</max>
        </volumeRange>     
        <pitchRange>
          <min>0.9541177</min>       
          <max>1.091765</max>
        </pitchRange>     
        <sustainLoop>False</sustainLoop>
      </li>
    </subSounds>
  </SoundDef>
 
</DefPackage-SoundDef>


Steps to reproduce:
1: Put the mod into the mod folder. LINK
2: Start up a game, enter god mod and place a "Bionic Workbench" down, with electricity connection.
3: Get a pawn to make any of the simple prosthetic parts. (sound file is linked to them, and should play once)
4: Let the pawn finish or just cancel the job and bill.
5: Start a new job on the same workbench. No sound, until the save is reloaded.
#194
Great, lets do that ;-) And I agree that I probably should've checked first by sending you a message, so that's my bad.

edit: added you on steam. Feel free to pm me if you want to ask or chat about something. take care !
#195
I'll only post in here once, because I don't want to hijack the thread or make a big fuzz. I just wanted to clear up a couple of things and give some backstory as to why I decided to make RBSE. -- In the beginning I actually just wanted to make a quick alternative to EPOE. I noticed some complaints in the thread and it looked like you, Ykara maybe didn't want to continue with the mod to the same degree as before. So I decided to take the mod and make some "changes" to it that I thought would be cool. You later returned and became more active, but I couldn't have known that at the time.

Now, it's true that some of the parts are still the same today, as well as the coding structure for the recipes. But XML coding, as you know, usually only functions one way, so it's not possible to get creative and code something in a different way than what the other "guys" are doing, usually - unless you do it in C#. The coding will have to look the same to work. If you try something new with XML in Rimworld, it usually breaks down, which is the case with recipes, as far as I know.

And finally, like someone mentioned above, the parts in mods like More Bionic Parts and Extended Surgery and Bionics are pretty much completely copied over to EPOE, and the coding is almost identical as well. Was that the right thing to do? I feel like, as long as you give the credit and thanks to the original people, it's ok to "borrow" some code and ideas and make the mod into something else. That's how I feel at least, especially in this scenario with Rimworld, and its XML files. Anyway, this is not a negative post, I just wanted to clear that up. ;) Also, I can replace the sound file with something else if you want. I forgot all about that one.