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Messages - gertvv

#31
Outdated / Re: [MOD] (Alpha 4) Droids v0.2
June 13, 2014, 02:50:02 AM
Quote from: Psyckosama on June 12, 2014, 05:26:35 PM
With something as big as robot manufacture I could use more room for details. And with the charger I'm thinking 1X2 would work better. Give you space for a trickle charger/power inverter/diagnostic station next to the pad.

The robot manufacture can definitely be changed in size. For the charger I'm not 100% sure whether I could get them to haul the inactive droids to the appropriate square if its 2x1 but we can try!

Quote from: forsaken1111 on June 12, 2014, 06:32:00 PM
So while testing 0.2 I made a simple little building and made two robots. Robot 1 I made outside and Robot 2 I made inside.
...

Thanks very much for testing, very helpful info! I will definitely have to look into these weird problems. Interesting that the health loss only happens to active Droids. I probably will make them go through doors, I like the suggestion of only letting them go through powered doors.
#32
Outdated / Re: [MOD] (Alpha 4) Droids v0.2
June 13, 2014, 02:46:21 AM
Quote from: Tynan on June 12, 2014, 06:08:40 PM
My god this is amazing! You did an awesome job. I'd hope to do something like this eventually but you totally anticipated it.

Nice work with details like colonists hauling them to charging stations, them charging themselves, and so on. You've really rounded out the lifecycle nicely.

Thanks for the praise! And thanks for a great game, you totally cured my crusader kings addiction ;-).
#33
Outdated / Re: [MOD] (Alpha 4) Droids v0.2
June 12, 2014, 04:56:42 PM
Released version 0.2 and uploaded the source on GitHub. Plan to fix the health loss issue and include the Portuguese translation in the next version.
#34
Outdated / Re: [MOD] (Alpha 4) Droids v0.1
June 12, 2014, 04:42:42 PM
forsaken1111, that definitely should not happen if there is nothing to harm them. I haven't had much time to do longer testing sessions so I haven't seen this happening. Will try to fix it later on. For now I will upload the new version in which they have energy requirements. After this I plan to make colonists able to repair them.
#35
Outdated / Re: [MOD] (Alpha 4) Droids v0.1
June 12, 2014, 03:43:25 AM
Seems like there is:

http://ludeon.com/forums/index.php?topic=2933.0

For example the Portuguese translation of the base game:

https://github.com/Ribas-7/RimWorld-pt

I can take your version and adapt it to this style so it can be included in 0.2 or so :-)
#36
Outdated / Re: [MOD] (Alpha 4) Droids v0.1
June 11, 2014, 11:56:47 AM
Awesome decomg, thanks for the translation! Is there any way I can include both language versions in the same mod?
#37
Outdated / Re: [MOD] (Alpha 4) Droids v0.1
June 11, 2014, 04:22:27 AM
Psyckosama, LittleMikey - yes I would love new graphics!

I'm currently working on (nearly done with) giving them an internal battery that discharges over time. When they get nearly empty they go to a charging station to charge. So these are the things that I want a texture for:

  • The activated droid (front/back/side)
  • The inactivated droid (single view)
  • The droid manufacturing table (currently 3x1 but could be something else)
  • The charging station (1x1, a platform that the droid goes onto to charge)
#38
Outdated / Re: [MOD] (Alpha 4) Droids v0.1
June 09, 2014, 06:30:48 AM
Thanks for all the suggestions and feedback, I will add them to the wish list.

Also, I wasn't aware that they slowly die over time. It might just be that they take small amounts of damage from all sorts of events and they don't heal like normal colonists do. Perhaps colonists should be able to repair them?
#39
Outdated / Re: [MOD] (Alpha 4) Droids v0.1
June 08, 2014, 01:03:38 PM
Awesome, thanks for testing!
#40
Mods / Re: [Request] - Bulk Transportation
June 08, 2014, 12:06:36 PM
I made a kind-of related mod: http://ludeon.com/forums/index.php?topic=3940, which lets you craft an autonomous transport (hauling) droid to do the hauling for you.
#41
Outdated / [MOD] (Alpha 5) Droids v0.5
June 08, 2014, 12:02:58 PM
Droids v0.5:

Mid to late game you start needing to haul stuff over large distances and this becomes a bottleneck. An advanced transport droid helps you fix this, but it is expensive and requires very high crafting skill to build. (Feedback on costs, level requirements, experience gained, etc. welcome!)



Adds the ability to build autonomous support droids to RimWorld. Currently a transport (hauling) droid only. To build the transport droid, you need to do the following:


  • Research Machining
  • Research Droid Manufacturing
  • Build a Droid Assembly Table
  • Craft Droid Parts x4; costs 75 metal, requires crafting 7
  • Craft Transport Droid; costs 4 droid parts, requires crafting 8
  • Build a Droid Charging Station to charge and activate the Droid

Note: colonists will currently only repair droids when they are inactive (they de-activate automatically when below 25 health), and only when they are in the home zone. If you need one repaired, add a home zone at its current location, or haul it to a storage in the home zone.

Now compatible with alpha 5!
Warning: game breaking bug! It seems that due to some changes in Alpha 5 the Droids will ignore reservations made by colonists and this causes them to take away meals that they are eating, or resources that are being used for crafting. This makes them pretty much useless! Also, if the resource is consumed before the Droid hauls it away, this causes the game to crash... For now, it is probably better to use the 0.4 version for Alpha 4.

Credits

Code and definitions by Gert van Valkenhoef gertvv@ludeon; gertvv@github.
Droid graphics by Psyckosama.
Portuguese translation by decomg.
Everything licensed CC-BY-SA 3.0. C# source code included.
The source is also on GitHub: https://github.com/gertvv/rimworld-droids.

Wishlist


  • I would have liked to have the Droids built at the Machining table, but then I couldn't add the research requirement.
  • Different types of Droids, e.g. Harvesting Droid. The WorkType they do is already configurable, but droids can currently only perform unskilled labor because they don't have a proper Skill/Learning tracker attached.
  • Active Droids should be able to request repairs.
  • Droids should be disabled during a solar flare.
  • Researchable "super charger" station that charges Droids extra fast for higher energy usage. Perhaps also researchable "efficient charging" that boosts efficiency.

Changelog and source:

Available from https://github.com/gertvv/rimworld-droids.

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