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Messages - gertvv

#16
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 23, 2014, 02:59:45 PM
Quote from: nmid on June 23, 2014, 06:10:20 AM
I'm using Misc MAI and a couple of other mods..
I don't have the droid creation table in my game.. Guess the table has been over-written.

Are you sure that (1) you're using the newest version of the mod and (2) you've done the required research projects first?
#17
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 23, 2014, 02:50:23 PM
Quote from: Haplo on June 23, 2014, 06:49:14 AM
I've started a game and found the droid manufacturing table in the production (with god mode :) )

The bug must have been on an old version of my mod then, I believe I used to overwrite the machining table before, but I'm no longer doing that. Thanks for checking!
#18
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 23, 2014, 06:45:21 AM
Quote from: nmid on June 23, 2014, 06:10:20 AM
I'm using Misc MAI and a couple of other mods..
I don't have the droid creation table in my game.. Guess the table has been over-written.

Thanks for reporting, that shouldn't happen. I plan to do a number of fixes and get a new version out in the next few days.
#19
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 23, 2014, 06:44:04 AM
Quote from: Psyckosama on June 23, 2014, 05:00:42 AM
I'll get it done soon. Kind of been busy.

Me too, but hopefully in the next few days I can get the next version out. Would be great to have all the new graphics in, but I can always do an updated release if the graphics are a bit later.
#20
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 18, 2014, 04:49:20 AM
Quote from: forsaken1111 on June 17, 2014, 01:27:55 PM
Had a thought today. Do you think you could make a sort of droid alcove as a 1 tile building similar to the charging pad but have droids reserve them like colonists do beds?

Interesting idea... I was thinking in the opposite direction, to make having far fewer chargers than Droids viable by making them smarter about only going to a charging pad if it is free and powered, and also have them go there more often / sooner so they occupy them for shorter amounts of time. Also I want to include a more expensive "super charger" that takes 4x more power (which would be 2/3 of a geothermal output) and also charges 4x faster.
#21
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 17, 2014, 01:22:18 PM
Quote from: Psyckosama on June 16, 2014, 02:42:44 PM
I'll agree on the saturation except for with the eye. It's supposed to be a bright red, like it's glowing... if there was a way to make it so its eye was immune to shadows, even better.

Oh, and the charging pad... I meant to say an orange glow. After all, orange charging pad, orange glow. :p

I'll get to work on the other stuff. Finally have a solid idea for the bench and for the droid parts.

Great, looking forward to it. I'm still fixing some bugs / behaviour issues, so take the time you need :).
#22
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 16, 2014, 12:18:56 PM
Quote from: Psyckosama on June 14, 2014, 10:57:52 PM
still working on ideas for the production bench. But for now... here you go. Request though. Add a glow effect to the charging pad. ;)

I know they're not exactly high detail but IMHO that's one of the joys of the game. It's meant to be a generic little robot that has winks and nods of R2D2.

Probably will add better shading later but this is a start.

Awesome, thanks! I have tried them in-game now, and the charging pad looks a lot nicer than I expected, especially with the glow. I think Tynan is right and we should reduce the saturation a little. Maybe I can also add a glow effect to the active droid (not sure this is possible though!). A few remarks/requests:

  • I also need a texture for the droid parts (maybe gears or something pneumatic or ???).
  • I had to resize the Pawn (active droid) graphics to 100x100 so they render correctly - I'm not 100% sure that this is the "correct" size but it looks OK. The inactive droids I had to resize to 192x192 (so that the center 64x64 fits the tile where the item is and the top/bottom of the droid protrude a little from that.
#23
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 16, 2014, 11:17:25 AM
@Tynan / @forsaken1111: thanks, I'll include the fix in the next version  :)
#24
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 16, 2014, 05:44:31 AM
Thanks a lot for all the testing and feedback guys, seems like I have some work to do. Too much social stuff going on this past weekend + Civ 5 coming out for Linux means I haven't done any RimWorld...

Also thanks a lot to Psyckosama for the graphics, I will try them out in game and see how well they fit. Definitely it is an improvement so I will include them in the next release! My feeling now is that the droid would fit even better with a slightly more "industrial" or "metal" look as now it is a bit more colorful than the base game perhaps?
#25
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 14, 2014, 01:00:22 AM
Quote from: NephilimNexus on June 13, 2014, 09:18:34 PM
Theory: Damage over time is due to starvation.

"But wait, droids don't eat!"

Exactly.  That's why they're starving.

Interesting theory, I'll look into it. Seems plausible because they don't take damage early on.
#26
Outdated / Re: [MOD] (Alpha 4) Droids v0.2
June 13, 2014, 05:55:11 PM
Quote from: spatula on June 13, 2014, 05:28:32 PM
after playing with this a few times, here's my main notes:

Great feedback and suggestions! I will try to incorporate some of these. Probably I will lower the skill requirements next version.
#27
Outdated / Re: [MOD] (Alpha 4) Droids v0.3
June 13, 2014, 05:52:21 PM
I just released version 0.3, with three changes:


  • Droids can now open doors, by popular request.
  • Inactive droids can be repaired, this should hopefully get around the issue of them dying randomly.
  • Portuguese translation by decomg, see the first post in this thread for how to get it working!
#28
Outdated / Re: [MOD] (Alpha 4) Droids v0.2
June 13, 2014, 03:50:12 PM
Quote from: decomg on June 13, 2014, 11:52:35 AM
Droids v0.2 Portuguese

Thanks a lot decomg! I have converted to the "official" translation format: https://github.com/gertvv/rimworld-droids/tree/master/Languages/pt-PT/DefInjected. Unfortunately the game won't load them (yet) if they're in the mod directory. You can take the contents of the DefInjected directory and put them in Languages/pt-PT/DefLinked of the Core mod and they will be loaded.

So I'm not sure... What you've been doing is probably easier for users but the "official" format is probably easier for us.

By the way there are a few thing you didn't translate yet... Much easier to spot in this format!
#29
Translations / Re: Official translation projects
June 13, 2014, 03:42:13 PM
Any chance of getting Mod translation support for Alpha 5? Someone did a pt-PT translation of my mod and I would love to include it in the main release!
#30
Outdated / Re: [MOD] (Alpha 4) Droids v0.2
June 13, 2014, 06:42:38 AM
Quote from: forsaken1111 on June 13, 2014, 06:21:33 AM
Would you consider making idle drones return to a charging station to wait instead of wandering? That way they are always charged and ready. They can always wander if no charger is available.

Yes I am planning more "intelligent" behavior for charging and also for getting repairs (once possible) - I will add it to the wishlist so I don't forget!