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Messages - Roolo

#136
Releases / Re: [1.0] Giddy-up! (animal riding).
December 17, 2018, 11:32:20 AM
Quote from: vaindil on December 05, 2018, 09:16:12 PM
I love the mod! I've noticed that animals are rather obnoxious with how long they stay in the "standing" state after being ridden. I sometimes have to manually switch their area and switch it back, otherwise they'll stay "standing" for hours (in-game). I'm currently watching my grizzly bear standing next to the edge of the map at 23h when it should be asleep, and no colonists have been near for about 2 hours in-game. Just wanted to point it out. Thanks!

Thanks. I have some other refinements planned for Ride and Roll, so I'll make sure to also improve this.
#137
Update:
v1.1.3
- Fixed bug causing button to start up reactor to disappear.
- Fixed clipping issue occurring when the hiveship hacking facility overlaps other buildings.
- Decreased impact of hacking skill on the time needed to hack back the Rogue AI when it goes rogue.
#138
Releases / Re: [1.0] Alpha Animals - 1.08 (12/11/18)
November 14, 2018, 02:45:33 PM
Quote from: SargBjornson on November 14, 2018, 02:19:32 PM
You are the most awesomenest.

I'll play with it and tell you if I get stuck with something! I'll also have to design some other creature to go along with the Meadowaves :)

Cool, looking forward to what you'll come up with!
By the way, I was going to upload the update to Steam right after I posted my previous message, but something came in between, so I only uploaded it just now. Just in case you were wondering. 
#139
Releases / Re: [1.0] Alpha Animals - 1.08 (12/11/18)
November 14, 2018, 11:46:33 AM
Hi Sarg.

I finally added the Giddy-up mod extension so you can let specific animals have custom stats when they're used as mount.

In the following example, a Thrumbo is patched so it's twice as fast, has a ridiculous amount of armor when mounted, and has a metal bounce off effect when the armor deflects projectiles when used as mount:

<Operation Class="PatchOperationAddModExtension">
<xpath>*/ThingDef[ defName = "Thrumbo"]</xpath>
<value>
<li Class="GiddyUpCore.CustomStatsPatch">
<!--Speed factor. In this example the thrumbo is made twice as fast when used as mount -->
<speedModifier>2.0</speedModifier>
<!--Armor factor. In this example the thrumbo has 10 times the heat/blunt/sharp armor when used as mount, making it completly indistructible -->
<armorModifier>10.0</armorModifier>
<!--Setting useMetalArmor to true, makes the animal's skin have the metal bounce of effect when hit when used as mount -->
<useMetalArmor>true</useMetalArmor>
</li>
</value>
</Operation>


Normally I'm a lot faster when you make requests like this, but I really wanted to get my What the Hack update out first before I'm leaving for a trip for 1 month, during which I won't be able to mod.

The extension doesn't do anything yet in the stats summary dialog, so you can't see the numbers changing (but they do change under the hood). I was a bit too tired to implement that too, but after my holidays I probably have the energy to add that too if you'd really like that. By the way, there's nothing stopping you from integrating into your own mod yourself :), you can also hook into the modextension from your mod to achieve that.

Let me know if you have more requests, or if anything is unclear.
#140
Update:
Giddy-up! Core -> v1.1.1

- Fixed NPC mount commonality not being calculated correctly.
- Very early raids won't have the chance to have very powerful mounts anymore. This prevents your naked loner to be raided by T-Rex riders when you've just started the game.
- Adding patching possibility for giving certain animals custom stats when mounted.
#141
Quote from: Sleeeper on November 14, 2018, 12:50:38 AM
when loading save
[HugsLib][ERR] WhatTheHack caused an exception during OnMapLoaded: System.ArgumentException: curve has start/end point with y != 0
at Verse.Rand.ByCurve (Verse.SimpleCurve) <0x00195>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateRandomAge_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x004b5>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch2 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00316>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e8>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnMapLoaded(Map)
HugsLib.<>c__DisplayClass70_0:<OnMapInitFinalized>b__0()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Please provide your full Hugslib log by pressing ctrl+f12 after it happens, and place the link you'll get here.
#142
Small quickfix update following the big update from yesterday:
v1.1.2
- Fixed rogue AI being able to target mannable turrets with both hostile and friendly attempts to control them, which didn't have any effect.
- Fixed temporarily mechs (hacked by the Rogue AI) being able to participate in caravans, resulting in errors.
- Removed several debugging messages I forgot to remove.

None of these things is critical (especially if you don't play permadeath), so feel free to skip this if it's too much of a hassle to download it.
#143
Quote from: NoCanDo on November 13, 2018, 09:36:31 AM
Bruh, 999 calls of this: https://hastebin.com/ulozekajih.txt , log cap reached!

Whoops, seems I forgot to remove some logging I use for debugging. I'll remove it immediately now.
#144
Thanks everyone :)

Quote from: Ruisuki on November 12, 2018, 05:46:56 PM
what does the rogue ai actually do though? Is it mostly a way to attract mechanoids and thus get their parts? Wasnt there already a 'luring' research or is this separate from that?

Why would it do that? I didn't want to spoil too much, but ok here you go, the rogue AI can:

- Output unimaginable wisdom.
- Manage your power network to prevent zzzts.
- Temporarily take direct control over some of your mechanoids.
- Temporarily take direct control over some of your turrets. Allowing you to manually aim them.
- Temporary hack enemy mechs from a distance.

All these abilities drain mood, and they can, and will be used against you if you don't keep your Rogue AI satisfied.
Edit: I just saw madman already answered your question, sorry for repeating what he said :)

#145
Releases / Re: [1.0] What the Hack!? - Mechanoid hacking
November 12, 2018, 03:37:42 PM
Hi there fellow hackers. I've just released v1.1, a Huge update for What the Hack?!

Main additions
- A Rogue AI. This advanced AI based on mechanoid technology can be built if you've gathered enough hive data. More on this AI and about hive data below.
- A hiveship hacking facility. The Rogue AI, always craving for data, can use this facility to hack a ship from the mechanoid hive orbiting the planet. With the knowledge it found on such ships, the AI can develop a consciousness, after which it can learn powerful hacking-related abilities!
- Hacking a hiveship takes multiple days, and will draw a lot of unwanted attention from mechanoids.
- You can level up your Rogue AI after it developed a consciousness by feeding it with data. By doing so, it will become more powerful and learn new powerful abilities. Abilities it can also use against you if its in a bad mood.
- A rogue AI with a consciousness has a personality of its own. It will shower you with wisdom, change its appearance corresponding to its mood, and look at you.. 
- The long range mineral scanners can now be tuned to find sites on the world with a high concentration of mechanoid parts (with the appropriate research done). Of course these parts won't just be lying around. When looking for malicious data, these sites are often a good place to visit.
- A random world quest "roaming mechanoids" is added. Doing it is a nice way to get some extra mechanoid parts.
- You can extract human brain data from live human brains as an additional way to feed your Rogue AI. Smarter colonists yield more data. The downside of this is that doing it will completely destroy the brain of the patient.

This is happens when the Rogue AI goes rogue:


I'd like to thank Madman666 for creating all the sprites featured in this updated, for making suggestions, and for being a huge help in general!!

Small additions and tweaks
- Crashed ship parts will now yield a small amount of hive data.
- Hive data can be bought at exotic goods dealers.
- Lowered power drain of mounted turrets.
- Lowered some research costs.
- Modified mech part drop rate.
- Increased mass capacity of centipedes. 
- Added russian translations (by Paladin)
- Updated several translations.
- Many more fixes and tweaks I forgot to mention.

Liking the update? Please consider buying me a coffee to support more updates like these! Buy me a coffee

The next update will focus on adding more upgrade modules.
#146
Mods / Re: Request for water mod
November 12, 2018, 05:42:29 AM
Quote from: 中村ジロ on November 11, 2018, 05:39:55 PM
Normally this would be a thread bump for No Water, No Life but there is no non-Steam page (yuck)! I haven't been able to find any other mods that water/thirst mechanics, what's up?

While No Water, No Life indeed doesn't have a page on the forums, there is a direct download link found on the steam page. This is the link for the 1.0 version: https://github.com/schoos76/MizuMod/releases
#147
Releases / Re: [1.0] Search and Destroy
November 07, 2018, 04:09:29 AM
Quote from: Madman666 on November 06, 2018, 03:10:59 AM
You know, i really underestimated this mod. Usually its a bad idea to not micromanage any kind of fight yourself, especially with Run&Gun on, but damn is it good for finishing off stragglers after they broken into fleeing, banging on doors and walls all over your base. Colonists are brutally effective at dealing with those with S&D enabled. Also helps keep melee fighters on the offensive without you manually telling them not to stand in the open catching bullets, after their target was killed and no new orders issued. Although you d still wanna keep watch on how melees are doing, to prevent them from like running out on several people with automatic firearms. Excellent mod. Should be called Brutal Efficiency. Or Efficient Brutality? :P

Thanks Madman :) Yeah the essence with this mod is learning when and how to use it. If you use it in every single situation, it probably won't end well, but if you learn to spot the right moment to use it, it can make quite a difference in your favour. 
#148
Releases / Re: [1.0] Search and Destroy
November 06, 2018, 01:53:17 AM
Quote from: nickdos on October 18, 2018, 11:58:13 AM
Your github link shows a "source code" download and not a release, it might confuse some people.
That's just what GitHub does by default. Adding a button to the mod without the source requires me to upload the mod without source files manually, each time I create an update (as far as I know at least). That's just too annoying for me, so I'll stick to the default.

Quote from: iceball3
link=topic=43068.msg442747#msg442747 date=1540923832

I don't suppose there's a B18 version in existence anywhere? I can totally understand if it doesn't exist of course, just been having too much of a blast with CE to leave it behind by updating :P
No, I created this mod when B19 came out, so there was never a B18 version.
#149
Quote from: moonra on November 05, 2018, 12:48:18 PM
Dunno if it's this mod causing it or Alpha Animals but I'm getting some funky stuff when taking the Meadow Aves out on caravans. The caravan speed I get seems to be kinda random, sometimes it shows 20 tiles per day, sometimes 40, and while doing a caravan request I got 120 tiles per day.
https://i.imgur.com/dsxTsqJ.png?1
Those are some dang fast Chocobos.

Also, when I get somewhere and try pick stuff up and put it on the animals it always say they don't have space left for it, even if they're only carrying a bit of food or something like that, it shows on their inventory that they have 7/0 kgs, for example.

Yeah, like SargBjornson said, it shouldn't be an issue of either of the mods. If you hover over or click (I don't remember which) the speed, you can see exactly how the speed is calculated, allowing you to understand the speeds you're observing. I suggest you take a look at that.
#150
Quote from: SargBjornson on November 04, 2018, 02:47:04 PM
Like for example that hook for my animals we talked about! I was first in demanding things from you!! XDDD

Haha, don't worry, you'll get it :)