Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sladki

#31
Releases / Re: [1.0] Sladki mods
February 22, 2019, 04:17:34 PM
Bargain Tweaks
Buy high, sell low
Description:
Small mod that makes traders prefer some goods over other: every item has random price multiplier in range 0.6-1.4 (configurable).
The mod also has advanced mode, that allows to change how bargain price are calculated.


Download
See the first post.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Mod idea: Kori

Should be compatible with other mods, that don't change trading screen. Does not require new save and can be safely deleted from existing.
#32
Releases / Re: [1.0] Ammo Tweaks for CE
February 12, 2019, 07:55:04 AM
Quote from: Mersid on February 12, 2019, 03:26:22 AM
Is there a particular reason that the poison deer conflicts?
Combat Extended can't get or process some texture.
#33
Releases / Re: [1.0] Ammo Tweaks for CE
February 12, 2019, 01:08:55 AM
Quote from: Mersid on February 12, 2019, 12:44:23 AM
I tried following your instructions, but no logs were placed on the desktop. The closest I can do is the HugsLib log at https://git.io/fhQan. Quick testing shows that of those mods, at least Advanced Biomes and one or more other mods cause the issue. I do not know why.
The log is enough: some mod that adds "PoisonDeer", not sure what it is, has a error or conflict with Combat Extended (Bounds Injector). That prevents execution of the tweak (and can cause CE errors). I can find another way to apply the tweak or you can disable the conflicting mod. You can also tell an author of the mod about the error:

Exception from long event: System.Exception: PoisonDeer.lifeStages[0].dessicatedBodyGraphicData ---> System.Exception: BoundMap(,) ---> System.Exception: CombatExtended :: CropVertical error while cropping Textures/Things/Pawn/Animal/Dessicated/CritterDessicatedMedium_side ---> System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.BoundsInjector.ExtractBounds (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at CombatExtended.BoundsInjector.ExtractBounds (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.BoundMap (Verse.Graphic graphic, GraphicType type) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
at CombatExtended.BoundsInjector.BoundMap (Verse.Graphic,CombatExtended.BoundsInjector/GraphicType) <0x0013a>
at (wrapper dynamic-method) CombatExtended.BoundsInjector.Inject_Patch1 () <0x0070a>

  --- End of inner exception stack trace ---
at (wrapper dynamic-method) CombatExtended.BoundsInjector.Inject_Patch1 () <0x00904>
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (bool&) <0x0006b>
#34
Releases / Re: [1.0] Ammo Tweaks for CE
February 11, 2019, 09:55:40 AM
Quote from: Mersid on February 10, 2019, 01:43:42 PM
Just to confirm, even with this mod, the loading bench is the primary method to make ammo, right?
Yeah.

Try out this version: https://www.dropbox.com/s/t3vxdykpvtl428q/AmmoTweaksCEDebug.zip?dl=1
Make active Development mode in game settings, enable Debug mode in the mod settings. Restart the game and harmony.log.txt should appear on the desktop. Upload it on pastebin or send content via pm, please.

Are you using any other mods?
#35
Releases / Re: [1.0] Ammo Tweaks for CE
February 10, 2019, 07:48:42 AM
Quote from: Mersid on February 10, 2019, 04:31:30 AM
Maybe I'm doing something wrong, but it's not working?
Recipe tweak and ammo price both?
#36
Releases / Re: [1.0] Ammo Tweaks for CE
January 22, 2019, 09:47:36 AM

Added settings.
#37
Releases / Re: [1.0] Ammo Tweaks for CE
January 21, 2019, 06:18:21 AM
Quote from: Kirby23590 on January 21, 2019, 03:10:37 AM
Makes sense, but i would like to have some more Ammunition,

Full Metal Jacket is Stronger true, but i think rather have regular steel ammunition which should be cheaper than FMJ and doesn't make sense why everyone is making them when FMJ is Expensive IRL...

Or make Plasteel 5.56 ammunition or Snakeshot .45 ACP or High Velocity .50 BMG...
I think that CE FMJ is regular ammo, and CE AP is FMJ irl:
* Crafting AP requires more steel (in order to extract necessary hard components, I guess, since Rimworld steel is not just steel). It also takes more time to craft. AP damage less than FMJ and has higher penetration.
* FMJ requires less time than AP and HP, the same materials as HP to craft.
* .50 BMG AP (Sabot) requires uranium for crafting.
#38
Releases / Re: [1.0] Ammo Tweaks for CE
January 21, 2019, 01:34:12 AM
Quote from: temple_wing on January 20, 2019, 09:05:17 PM
Why ammo crafting requires chemfuel?
To make recipes more complex and find usage for chemfuel. For most of the ammo, 50 chemfuel for 1000 shots.
#39
Releases / [1.3] Ammo Tweaks for CE
January 20, 2019, 03:35:37 PM
Ammo Tweaks for Combat Extended

Description:
Personally, I had two problems with CE ammo: having to craft only few times and tons of HE toys on traders. This is an attempt to shift focus on ammo a little bit. Things that the mod changes:

  • Ammo is like a currency. There is no minimal price (0.50$) on it, trade multiplier is 15% (instead of 40%).
  • Traders pack animals are not army trucks full of mortar shells anymore. Arriving traders will try to not bring exploding stuff for sale.
  • All traders ammo stocks are significantly lower. Relations with factions affect available ammo supply of their traders.
  • Ammo recipes output decreased by 25 times. Most of them require chemfuel.


Download
[1.3] Dropbox | MediaFire
[1.2] Dropbox | MediaFire
[1.1] Dropbox | MediaFire
[1.0] Dropbox | MediaFire


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Should be compatible with other mods. Does not require new save and can be safely deleted from existing.
#40
Releases / Re: [1.0] Lockable Doors EX
January 16, 2019, 01:08:40 AM
Quote from: lperkins2 on January 15, 2019, 08:05:54 PM
P.S.  In B18, there was another mod that provided flickable locking, with a locked door unpassable by anyone, but I cannot remember which it was.  If anyone has the name, I'd appreciate a mention, I may see if I can get it running on 1.0.

https://ludeon.com/forums/index.php?topic=35913.0
#41
It is the same version, just a typo. The next version will be 1.0.3.x: you can ignore x.
#42
Quote from: EPD on November 20, 2018, 02:17:06 PM
Hi, today I checked updates via ModSync, and there was 1.0.2.1 build of IdlePowerConsumption waiting for me to download - so I did.
Hi. Do vanilla worktables consume 100%? The mod doesn't affect consumers that have no power or switched off.
Have you tried to test with the new game? Try to create a new game, place an electrical stove and power it, please. Make sure that the mod installed properly (no duplicating directories in the mod folder).

There is no 1.0.2 version. Unfortunately, I don't have 1.0.1 too.
#43
1.0.1
- Possible fix of buildings, that do work internally (like QE Vats) and always consume low power.

1.0.2
- Fix for Comms Console and Nutrient Paste Dispenser: they consume power for some time after being used now.
#44
Quote from: temple_wing on November 02, 2018, 06:17:22 PM
Please provide mediafire download. Dropbox is banned by chinese gov.
Done.

Quote from: zizard on November 02, 2018, 02:57:13 PM
So many players have asked for partial stacks, thanks for making a mod for it.
There were a mod with variable storage cell capacity per item type already. You are welcome.
#45
Storage Tweaks

Description:
Tiny mod that allow to tweak storages and hauling:

Limit storage capacity per item type.
50% means that half of the storage cell can be filled with items of the same type)

Prioritize hauling items to the nearest (to the items) storage.
Radius 16 means that the storage will have Important priority for items not further than 16 cells, even if the storage has Lowest priority normally.

Prevent uneffective hauling of small stacks of items.
50% threshold means that if the storage is filled with items of the same type on half or more, it can accept only full stack of items (or as much as a pawn can carry). Otherwise (the storage is more than half empty), the storage will accept items with any quantity.

Download
See the first post.

Should be compatible with other mods. Does not require new save and can be safely deleted from existing.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.