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Messages - Saebbi

#16
Releases / Re: [1.0] Mutagens
December 04, 2018, 10:21:53 AM
Quote from: temple_wing on December 03, 2018, 09:10:54 PM
Please give some further details on what it does.

Pretty much what RyanRim said.
You can take a serum added by the mod and it will cause your pawns to mutate.
They may receive superhuman abilities or... well, let's say they won't be too happy about it.
#17
Releases / Re: [1.0] Mod Announcements Thread
December 03, 2018, 05:32:59 PM
Mutagens
This mod allows your colonists to take a totally safe serum which causes their DNA to mutate, (possibly) leading to superhuman abilities.

We take no responsibility for possibly occuring unintended side effects
#18
Releases / [1.0] Mutants
December 03, 2018, 05:29:29 PM
Inspired by the outdated mod More Consumables and Mutagens (made by AtomicRavioli), I decided to make my own version of it.
Some mutations are identical, but i also added a few new ones.
It's Combat Extended compatible, just load the mod after CE.
There should be no issues with other mods.
I used Nightinggale's ModCheck, ChJees Regeneration Assembly and ilikegoodfood's Variable Bleed Rate Framework.

Please feel free to suggest new mutations and report any errors or balance issues.

Mutagens are craftable at the Drug Lab after researching Medicine Production.
When taken, the user enters a state in which mutations may occur.
They can be beneficial or... well, you'll find out :)

Downloads:

Github
Steam Workshop
#19
Quote from: Saebbi on February 19, 2018, 11:19:17 AM
As a huge fan of NoImageAvailables Combat Extended mod, i created a few patches, making mods i wanted to play with compatible.
Load order should be Original Mod -> Combat Extended -> Patch
Please keep in mind that these patches may be unbalanced or even buggy, so please let me know if you encounter any problems.
The only mod throwing errors right now is Corruption, but it works fine as i'm using it myself.

(For the mod authors, if you see a patch i made for your mod, you are free to link to my page or directly to the download from your page.)

Most of my Patches are also available on Steam Workshop. You find them here.

Patches include (click hyperlink for download):

1.0

Lord of the Rims (original)

The B18 version is available in the B18 branch.

Usethis CE Fork by InsertKey.
#20
Quote from: FueledByOCHD on August 13, 2018, 12:12:50 PM
I was wondering if you have any plans on creating a patch for Basic Sidearms, if not that is cool.

Do you mean Simple Sidearms? Because that mod is already compatible with CE and a Google search didn't yield anything else.
#21
Quote from: freaky89 on August 13, 2018, 11:28:37 AM
@ Saebbi: Hey thank you for the lists/mods :)
But I have a question. Something is wrong with the Androids patch (not "android tiers"!). It's look like that the Androids CE patch is for android tiers. I get a lot of errors.

Yeah it seems i accidentially overwrote the Androids one when updating the Android tiers patch.
I'm sorry about this, but you can use this Patch.
#22
Outdated / Re: [B18] Orc Invasion 18.01.21
June 19, 2018, 03:30:41 PM
Quote from: WolfgangPolska on June 19, 2018, 03:18:00 PM
Is there a CE patch?

Yes, included in this list.
#23
Quote from: cm97878 on June 14, 2018, 09:00:08 AM
Out of curiosity, how safe is this to add mid-playthrough? Unfortunately I yet again loaded a game, spent a good few hours carefully planning out every bit of my base... and then found a few more mods I want to add.

Should work without problems.
#24
Quote from: Lancefighter on June 11, 2018, 06:10:10 PM
Hey, I was wondering if you had any tips or resources available to help someone write their own ce patches for things? It looks somewhat straightforward, just what I was looking at doing is a lot of things (specifically, rimsenal), so some ways to make it easier on myself and not have to make everything up/write it all by hand would be nice. Im somewhat looking at writing a simple spreadsheet to make writing up definitions easier, and dont doubt that it will be quite a project either way.

For the most part, it looks like I am having to write up some sights/sway/stuff, a little bit of editing definitions for ce stuff, and ammo definitions (which is looking to be the hardest part, due to writing recipes and balancing penetration/damage).

I also have somewhat no clue what I am looking at for armor changes, but I guess I will figure that out as I go along.

You don't really have to write anything most of the time.
Let's say you want to make a patch for Rimsenal, you just copy one already existing (Astra Militarum for example) and look at what is patched there.
A weapon needs certain statbases (Sights, Cooldown, warmup etc.), you adjust these by using the PatchOperationMakeGunCECompatible, which includes all of that.
But first you have to set up an AmmoDef, which you can copy too.
In this Def you now put the same values which you see in the vanilla BulletDef, but, as you will see, the main difference is the line "armorpenetration", which is the main difference from Vanilla projectiles.
After you've set all the values, you copy the AmmoSet defname and the Bullet defname into the AmmoUser and defaultprojectile respectively.
Now you just have to copy the defname of the Gun you're patching into the defname of the PatchOperationMakeGunCECompatible and adjust the rest of values to your liking. (The Wiki can be quite helpful.)

For Races, it's even easier. You just copy one of my pre-existing patches and replace the BasePawn (if defined, when the ParentName of the Alienrace def says "BasePawn" you can delete the first two operations) with the equivalent of the race you're patching.
Then you put the defname into the rest of the Patches and adjust the melee capacities to your liking.
(Same counts for animals, but they only need the bodytype and the melee capacities.)

At last, you have to add Ammo to the PawnKinds. In order to do this i suggest you use a pre-existing one again and just change the defnames to the ones from the PawnKinds you're patching, set the values for the number of magazines and you're good to go!

Oh and armor doesn't need to be patched, as long as it doesn't add bulk capacity.

I hope i could help you, if you have any questions, feel free to send me a PM or add me on Discord (same Username as here).
#25
Quote from: WereCat88 on June 11, 2018, 03:44:46 PM
Could you please put the android tiers patch on here?

Added it, it's at the top of the list :)
#26
Quote from: Nightinggale on June 07, 2018, 02:04:31 PM
Quote from: Saebbi on June 07, 2018, 01:30:08 PMFor the rest it doesn't really matter, but best is main mod -> CE -> CE Patch
The game loops the mods several times at startup and each time it reads one part of them. The patches are actually loaded before the xml files. The list of patches is then applied to each xml file right after it has been loaded, but before they are merged into one big database.

Related to load order, the result is this:

  • Animal Collab Project
  • CE
  • Animal Collab Project CE patch
The patch file will trigger on ACP, meaning the patch is applied in step 1, not 3. In other words the patch is "loaded" before CE despite being after CE in the mod list. In other words the order of the patch mod doesn't matter at all. The only exception is if you want to control the order of which two patch mods applies changes to the same file, but I can't really think of a case where this would make a difference without the mods downright overwriting each other (like two mods changing the power usage of the same building), in which case the last one will be used.

The question is if the CE patch requires CE to be loaded. If it does then CE needs to be first. The patch seems to rely on the CE DLL and the DLL files are loaded at the very first thing, meaning this should not cause a load order issue either. If it relies on something in the CE xml files, the error log will tell you something went wrong.

Oh, i didn't know about this.
It was just the way i used it without throwing any errors, so i just stuck to it.
But thanks for telling me.
#27
Quote from: BattleSausage on June 07, 2018, 01:26:03 PM
Is there a recommended load order? I'm running the patches for medieval times, misc core and the astra militarium mod. (+ a shitload of random other mods that dont need CE patches) and my load order is
CE
Hugslib
jetsec tools
random mods
mod that needs CE patch
CE patch for that mod
random mods.

Including the various astra militarum mods (core, core patch, factions, factions patch, turrets, turret patch) and the astra militarum guns dont work (no projectiles leave the guns when fired, tested by spawning a bunch of lasguns and some ammo).

Should it be all the Astra militarum mods together before any of their patches?

Thank you for these patches by the way. Letting other great mods play together isnt brings far more joy then another great mod that wont play together with the others.

Most importantly load HugsLib and JecsTools before everything else.
For the rest it doesn't really matter, but best is main mod -> CE -> CE Patch
#28
Quote from: Nightinggale on June 03, 2018, 10:44:53 PM
I looked at the Animal Collab Project patch mod and started playing around inside it. Specifically I looked into the trigger conditions and started to profile different solutions.
<li Class="CombatExtended.PatchOperationFindMod">
<modName>AnimalCollabProj</modName>
</li>

This is your version. It takes 10.5 ms to patch.
<li Class="ModCheck.FindFile">
<modName>AnimalCollabProj</modName>
<file>Races_Animal_Angora.xml</file>
</li>
<li Class="ModCheck.IsModLoaded">
<modName>Combat Extended</modName>
</li>

I replaced it with this and it patches in around 0.4 ms.

The difference is that CombatExtended.PatchOperationFindMod will search through the list of loaded mods each time it's called and it's always true (providing the mod is loaded). This will make the game try to patch all files, though it will only find one.

The ModCheck approach will check against the mod and file currently being patched. This is information, which is available without searching and is virtually instant. It is only true when the right file is hit, meaning the game will only try to patch one file.

ModCheck will use nearly the same time regardless of how many mods are loaded while CombatExtended.PatchOperationFindMod will take twice as long when the number of xml files doubles. In other words my example with just a few mods will not show the difference people get from loading 100+ mods.

Remember this is for just one patch. You need to multiply this with the number of patches you add. It quickly adds up. The worst I have seen in released patches was 2 seconds for each patch while I loaded 300 mods to stress test. Considering the number of patches in all those mods, RimWorld took ages to start.

ModCheck.IsModLoaded is an extra check I added. It will make sure the patch will only be applied if CE is actually loaded. This makes it safe to add this patch file to Animal Collab Project. Because IsModLoaded makes use of caching as well, in this specific case it's instant. It's so fast that it takes less time than the randomness in the digits while speed testing.

As for xpath searching read A warning to modders: xpath performance. According to my test results back then, you add 6.4% to the time spend searching the xml files for where to patch.

<Operation Class="ModCheck.Sequence">
<success>Always</success>
<patchName>ACPAngoraRabbit</patchName>

ModCheck.Sequence is a ModCheck 1.7 addition. It works just like PatchOperationSequence, except for adding patchName (and other options we don't need here). Whatever you write here will show up in the log when profiling, meaning if you have 30 patches in a mod and one is slow, you can easily tell which one it is. The time spend on each patch will be printed to the end of the log if verbose logging is on and ModCheck is loaded, either as mod or added as DLL in a mod.


I'm writing this because I assume you aren't aware of this issue, which is not surprising since it's an often overlooked problem. Other than this, you seem to know what you are doing and is doing a great job.

Thanks a lot, i'm definitely going to incorporate this.
I've used ModCheck before, but i didn't know the difference was that huge.
Btw. you did a great job with this and i really appreciate your help. :)
#29
Added Lord of the Rims patch.
#30
Mods / Re: Organ transplanting
May 31, 2018, 03:02:33 PM
Quote from: WolfgangPolska on May 29, 2018, 11:17:06 AM
Is there any mod that allows for extraction of limbs/organs from pawns to then transplant them to others? Eyes for example?
Vanilla Rimwolrd b18 seems to miss that feature.

Try EPOE and Harvest Everything