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Messages - LiteEmUp

#106
Outdated / Re: [A17]StuffFilter - aka the Super Filter!
September 19, 2017, 02:58:42 AM
does this have the option to select filter for deadman gear and non deadman???

this would really help me on sorting out gear that i keep for my colonists and gear for salvaging
#107
thank you for making this mod compatible with T's floor mod... i've already added 6 floors from your mod to 6 rooms in my base, now i'm just waiting for more resource lol..


also another suggestion: a gold themed floor for like a royal setting..

your mod sems to have themes for like futuristic, modern, and even tribal.. now a kinda medieval/royal theme is what seems missing..
#108
so i've given this a test run...


  • overall a good aesthetic mod to add to anyone's campaign.. gorgeous designs
  • feels like the amount of resources needed to build these things seems balanced..
  • my recommendations is to increase work required to build these things, as "building beautiful floors requires careful construction"
  • maybe change the name for some of the floors as it changes some of the floors from T's more floor mod.. i like using the floors from that mod, and your mod overwrites some floors on that mod.. plasteel floor,
    jade floor, mosaic wood, vertical wood are replaced by your mod.. it would be great if i can use those floors from his mod and yours as well



i currently deactivated your mod from my campaign just because it replaced both plasteel and jade floors lol.. i like the looks of t's version..
#109
Quote from: GiantSpaceHamster on September 17, 2017, 03:39:50 AM
Version 2.0.1 released. This release focuses mostly on addressing a few requests that have come up multiple times, along with some bug fixes. Check out the first post for more details.

thank you for the new changes... especially the ability to change font size.. now i can check all pawn in my colony without scrolling down.. the ability to remember size and location is also a bonus
#110
Quote from: scuba156 on September 16, 2017, 07:08:40 AM
Quote from: LiteEmUp on September 16, 2017, 06:26:06 AM
Mod author, i hope whatever is happening to you IRL gets sorted out..


I know you have all the right to this mod and its redistribution, this is kinda a d1kmove since removing a mod on aomeone's campaign can corrupt their saves...

This has mad me realize, its time to back uo all mods im using


Anyways, where do you load this mod on the order??
I understand and sincerely apologize.

References to this mod can be removed from save files by navigating to 'C:\Users\[Your user here]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves', opening the save in a file editor and remove '840043916' and/or 'Mod List Backup'.

Your save file will then work as normal.

As a parting gift from you, thank you for providing tips on how to save edit references from this mod

Quote from: Canute on September 16, 2017, 07:02:56 AM
LiteEmUp,
maybe you should backup ALL workshop mods, because this is a feature of steam not from a mod author.

QuoteAnyways, where do you load this mod on the order??
Core
Hugslib
Modlistbackup
yes i realized d drawbacks of steam support since i started using it.. its convenience of autoupdates on mods is what keeps me on using it.. i just didnt realized the reality of getting borked saves when a mod author removes mod up until now.. i have mods from other games disappear and my saves didnt get borked, so i kept playing..

For rimworld, im gonna keep using workshop for now coz there are quite a few mods that has active authors that their mods keep getting updated.. its gonna be abit a work having to manual update it on my end, when a new version arrives quite often..
#111
Mod author, i hope whatever is happening to you IRL gets sorted out..


I know you have all the right to this mod and its redistribution, this is kinda a d1kmove since removing a mod on aomeone's campaign can corrupt their saves...

This has mad me realize, its time to back uo all mods im using


Anyways, where do you load this mod on the order??
#112
Releases / Re: [A16] More Monstergirls
September 16, 2017, 06:09:22 AM
Quote from: bloodshifter on September 05, 2017, 02:50:42 PM
Quote from: LiteEmUp on August 27, 2017, 02:52:04 AM
so this mod has an a17 version on steam(cant seem to find the a17 thread here on forums), and im sure alot of folks are waiting for the a17 ADS patch as well...

currently the steam ADS MMG is only at a16 and the mod author commented that he will get on it in 2 weeks.. nearly end of month and more than 2 weeks have passed, and no word from author on when is an a17 ads version coming...

so is anyone here likely knows how to edit the ads a16 version compatible to a17??? i'm sure im not the only one who would greatly appreciate it...
If you want a quick and dirty fix, edit the Steam Workshop A Dog Said... Monstergirls version "about" txt to target version 0.17.1557.

EDIT: Don't bother with what I said if your using the Forum version of the Monstergirls they all are Patched for A Dog Said Easy Patcher. Download that and add it after both ADS and MMG.

so i downloaded the one linked on the dropbox, and it is on a16 version...

so i got the steam version that has the ADS patch on a16, and MMG on a17..
and in here: just needed the MMG, but it is on a16

lol i just needed an a17 on both...
#113
Outdated / Re: [A17] SeveralPuffins mods for A17
September 11, 2017, 01:07:28 AM
Quote from: Tenshi~Akari on September 10, 2017, 10:30:02 PM

Hopefully these can be looked at in any future updates?  :)

if you are expecting an update from the original mod author, good luck.. it seems he has moved on... i have interest in playing his mods, but reading the comments on workshop and here seems that it is in my best interest to stay away from his mods at the moment...

you just have to pray a kind soul pick up the work on continuing the mod author's work..
#114
Unfinished / Re: [WIP] [A17] Beauty Floors
September 08, 2017, 06:20:06 PM
- bookmarked -

Gorgeoues looking floors you got there... definitely will try out when i get home
#115
Quote from: Thirite on August 27, 2017, 10:36:01 PM
Updated to v0.3k
- Potentially fixed the baby crying by making the changes as described by Tenshi~Akari

If my memory wasn't garbage I would have just included this in v0.3j


i'm still using the o.3h version and im kinda hesitant to update to current version... currently the mod and my campaign is in i'd consider stable condition since the mod is functioning and seems not conflicting with any mods im using.. and im not using zombieland or mai/robots mod at this time.. the only bug i'm having so far are the zabraks lagging my game whenever my camera is in view of them, and the babies crying sound randomly working..

Quote from: Tenshi~Akari on August 11, 2017, 08:33:44 AM
^^ Personally, I used Audacity to export the data to .ogg files. But I'm sure there are some free online converters that will do just the same if needed be.

This is what that specific def edit looks like at the moment:


<SoundDef>
<defName>Pawn_BabyCry</defName>
<eventNames />

<context>MapOnly</context>

<subSounds>

<li>

<grains>

<li Class="AudioGrain_Clip">

<clipPath>Baby/Cry1</clipPath>

</li>

<li Class="AudioGrain_Clip">

<clipPath>Baby/Cry2</clipPath>

</li>

<li Class="AudioGrain_Clip">

<clipPath>Baby/Cry3</clipPath>

</li>

</grains>
<volumeRange>

<min>15</min>
<max>20</max>

</volumeRange>
<pitchRange>

<min>0.9</min>

<max>1.2</max>

</pitchRange>
<distRange>

<min>0</min>
<max>50</max>

</distRange>
<sustainLoop>False</sustainLoop>
</li>

</subSounds>
</SoundDef>


so do i just replace the entire code on that pawnbaby xml file to this new code, after i've converted the wav files into ogg??? and do i need to re-edit the version from 0.3h to 0.3j after doing those???

#116
any chance we get to see turians, krogans, salarians, and even geth on rimworld... i do enjoy having the asari on my colony so far..

i've noticed though that i've never gotten any asari visitor events in my current campaign.. ive gotten asari caravans and an asari crash pod event(and she didn't even joined me after i've saved her life lol), and no asari visitor events lol.. i've gotten my asari so far from slave traders or rescuing downed military support members..

my review:
-- quite a long life expectancy.. 1000 years to be precise.. if you intend to play your save till the end, and you get a good asari then you are all set..

-- seems decent in combat i guess... i use autoturrets and use pawns to man artillery, so i can't give an honest review on their melee and shooting strengths..

-- i keep find alot, even on caravans, those with beautiful trait.. not sure if they are programmed to have it often, but quite alot of hot asaris on my rim campaign..
#117
Quote from: Jan2607 on September 05, 2017, 07:56:57 PM
I build a precision turret and tested it against an ostrich. The ostrich was in open space without cover. It was daytime and really good sight conditions. But the turret didn't hit the ostrich once in 30 shots. That's not very precise...
I thought, it would be a good sniper turret with around every second shot a hit. But with this awful hit chance it seems to be useless :(
My colonist with the lowest shooting skill would've performed better...
Maybe the accuracy should be increased?
i don't think the accuracy is not too bad.. im seeing them hit raiders often, they are nearly dead by the time they are in range of my vulcans.. so i don't know why they cant hit an ostritch in 30 shots lol..

So my quick analysis of the turrets

Gun complex: decent range and damage.. i built several of these, and i barely use them due to my autoturrets doing most of the work.. my pawns usually operate the artillery, so i rarely need to operate these.. seems not worth the cost with the space it occupies, better to build military grade turrets as slightly cheaper options and safer for pawns during fights.. can't shoot over walls, unless it is an embrasure.. can't give a solid opinion until i use these often.. only advantage i've seen so far they have is that they dont cost energy to use and can seem to shoot quite often compared to other non-vulcan turrets..

Rocket Complex: good damage and range, plus small AOE effect.. its performance for me seems to justify costs.. can't shoot over walls, unless it is an embrasure.. i use these as non-primary artillery when i get huge raids, otherwise i have a main artillery i rely on over these

Military Grade Turret: will likely be the bread and butter of your base defense.. good damage and range, worth the price to build.. good hp as well, which makes them last abit on battlefield.. only downside is the cooldown, which is longer than vulcan or shredder; therefore you need to have another gun turret like vulcan/shredder to provide cover for these while they are on cooldown..

Shredder Turret: obviously quite lethal on close range, will decap a raider on one shot burst.. good durability as well, since they can take a beating from multiple targets.. and surprisingly a decent range; i have alot of custom weapons from various mods including rt's weapons, and by the time those raiders with those weapons are in range to shoot, they are also in shooting range of the shredder.. alot seems to not recommend these coz they are supposed to be cqb turrets, but i recommend these due to how lethal they are.. you just have to gameplan your killboxes to take advantage of these..

Precision Turret: idk whats everyone's accuracy experience with these turrets, but for me they get the job done.. by the time raiders are in range of my vulcans or other turrets, these sniper turrets have hit critical parts that raiders are 1 shot away from being downed.. range is obviously huge.. cost is abit expensive than military turrets, but the performance so far for me is justified the price i payed.. only downside i've noticed is that they don't have alot of durability; around 800hp with the titanium alloy version(from the titanium+ mod) compared to over 1k for the military/shredder/vulcan.. they go down fast once raiders close in on these turrets.. place them strategically on spots where these are the last turrets raiders has to destroy in order to maximize the sniper turret's potential..

Vulcan Cannon: price is expensive, but IMO definitely worth it.. quite a really good attack range, with only the sniper turret outranging it.. and these suckers hit hard raiders go down really fast once they are on range.. feels like a gun complex coz it keeps shooting till enemies are down, i didn't even noticed how quick the cooldown is that it feels like there is no cooldown lol.. durabiltiy is superb these suckers can take a beating.. with titanium alloy, these vulcans got 3k hp lol.. only downside is that it has a minimum range.. you use military turrets for those to protect these badboys..

Blast Turret: decent AOE effect.. not good attack range, feels like shredder has slight range than this.. quite low durability similar to precision turrets.. cant shoot through walls, unless it is embrasures.. low range means it will be near frontline of base defenses, and with low durability, these turrets gets taken out often first before your military turrets go down.. if you are looking for artillery support, there are better options.. heck even the catapults from medieval times got more usage from me due to being able to shoot through walls..

Devastator Mortars: no comment.. i havent researched these coz i have other research priorities.. and imo, better efficient options..



overall quite a solid mod.. turrets feels balanced and none seemed OP... highly recommended for those who wants to add extra modded stuff without changing vanilla mechanics too much..

for optimal set up ive used on my killbox: 2 vulcans+ 2 military turret in from of it per vulcans, 2-3 sniper turrets per vulcan and preferably behinda vulcan, 1 or 2 rocket complex behind an embrasure, maybe a gun complex behind an embrasure if your started seeing large raids..

#118
Mods / character name limit
September 03, 2017, 08:13:44 AM
Google seems not helping me find the info, so gonna ask here..

whats the max limit for character first names and last names??
#119
Outdated / Re: [A17] Toolmetrics: Work Tools for Pawns
September 03, 2017, 02:19:33 AM
-- bookmarked --

looks interesting for my non violent pawns...


can we get info on what bonuses those items provides??
#120
Releases / Re: [A17] Fences And Floors v1.21
September 02, 2017, 08:00:03 AM
so not sure if anyone has this bug, but it is also posted on workshop:

Quote from: Grimmas
Sometimes my pawns get stuck on the sensor panels, and hit the pathing limit. They just stand around trying to get somewhere but don't move and are stuck in "standing" state. Not sure if it's an incompatibility with some other mod or not, but removing the sensor panels immediately gets the pawns moving again...

i'm encountering the same problem.. sometimes drafting them and moving them to a different spot and undrafting them helps.. also i noticed if you have an "infused" item that has a sped bonus trait, they also randomly get stuck on sensor panels standing around...


im not sure if its a vanilla bug or minor mod from this bug... too bad coz the sensor panels are extremely handy.. best floor you can use to your base... im annoyed micromanaging every pawn i have(now sitting at 28) checking which ones are stuck "standing around"... i currently devved mode every sensor panels i have, since the annoyance is simply not worth the benefits at the moment