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Messages - Rikiki

#841
What bill are you trying to craft?
Do you have the required ingredients?
Have you tried to select a colonist and right-click on the workbench to tell him to prioritize working here?

Remember some bills require a minimum level of skill.
#842
Oh, it is stable, :) I just need to rework the first post and the security workbench texture.

It needs surely some balance tweaks however, like any new mod... ;)
#843
Mining&Co.: Security enforcement


  Dear customers, some of you recently reported a bounce of pirate activity in the rim sector. Mining & Co. is always trying to get its customers happy and "A dead customer is a bad customer!".
So we are proud to present you the last creation of out Security enforcement department: laser weapons!
Combined with our new alarm system, the alert speaker, you will never get cought sleeping in your bed during a pirate raid! (a light system is also provided for deaf people).



Features

1. Laser weapons

Our product range has been designed to satisfy most demand:

  • The standard laser rifle is the base of any defense.

    • High range
    • Medium firing rate
    • Medium damage
  • The prism rifle is generally used by shock troops during pirate nests cleansing.

    • Low range
    • Medium firing rate
    • High damage
  • The gatling laser is here to deal with massive invasion of local fauna:

    • Medium range
    • Low firing rate
    • Low damage
    • 20 shots per burst!
  • The heavy lasgun has been particularly engineered to repel heavily armor targets:

    • Short range
    • Low firing rate
    • High damage
  • The high precision lasgun is the deadliest weapon at long range:

    • Very high range
    • Very low firing rate
    • High damage
    • Once the target is acquired, the shot is assured


2. Alert speaker

This device as its name indicates will warn you of a threat. According to the current level of danger, the alert speaker will emit a light and a siren sound:

  • No danger: green light, no sound
  • Low danger: yellow waving light, 2 loud sirens
  • High danger: red flashing light, 4 alert sirens
As every good manager knows, some pression makes always your guys work harder and faster (joking! ;D).
It is the same for your colonist when they have to defend their lives!
=> a low or high level of danger provides your colonists a bonus of speed and aiming time as well as a boost of adrenaline.

Warning! Prolonged exposition to danger tends to tire up your workers!

User manual

Here is the simplified tech tree:

                                                             => Prism rifle/crysteel
                                                             => Laser Gatling
Integrated circuits board => Targeting module => Laser rifle => Heavy lasgun
                                                             => High precision lasgun
                          => Alert speaker

Please find the complete tech tree here (will be updated soon).


How to obtain your own laser weapons:

  • Buy some from weapon trader
OR

  • Build a security workbench
  • Research requirements (Integrated circuits board) from the Common techtree
  • Research the Weapons techtree to unlock the desired weapon
  • Craft the required ingrdients: energy pack (Electronics workbench) and targeting module and weapon parts (Security workbench)
  • Craft the desired weapon

How to build an alert speaker:

  • Must be built near a wall
  • Must be powered to work

Technical notes

This mod defines custom XML parameters. This section will explain how to use and tweak them.
(Coming soon! But you may still experiment by yourself, little impatients... ;))

Showroom

Heavy lasgun warming up (mind the custom dynamic warmup effect):


Heavy lasgun firing:


=> Alert speaker in action! <= 8)



Technical support

Mining & Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!

Next steps

  • Replace the security workbench temporary texture.
  • Balance improvements based on your feedbacks!

  • Another item is in study by our engineers => alert speaker.
Limitation: only the standard "laser rifle projectile" is working for turrets.

Changelog


V1.0
* Initial release

V1.1
* Completely reviewed the prices and values.
* Added a proper texture to the security workbench.
* Simplified the dynamic recipe addition.
* Increased laser gatling damage (4 --> 8 = minigun damage)

V1.2
* Correction of the workbench "lost recipe" bug

V1.3
* Added alert speaker.

V1.4
* Added prism rifle and crysteel.
* Correction of various possible exploits (droping malus, ...)
* Standard laser beam is now usable by turrets (laser with custom warmup will not be supported, feel free to code it yourself! ;))

V1.5
* Finally corrected a bug where only the first built alert speaker would give bonus (Shinzy's bug I guess :D).



Compatibility notes

Mining & Co. is trying to make its mods modular. However, you need the Mining & Co. Common mod.
You need to activate Common mod first, for example:
- Mining & Co. Common
- Mining & Co. Weapons
- Mining & Co. AlertSpeaker


Credits

Laser rifle, laser gatling and high precision lasgun are based on textures provided by Viperlol. Thank you again mate! :)
The laser rifle sound is from Werne (see the corresponding Nexus page).
LowDangerAlarm.wav: see this page.

Modders note

You may be interrested in the following features:

  • Recipes at Security workbenches become available according to researches
  • Custom projectile warmup effects
  • Draw dynamic textures
  • Use of "warmup" pawn stance
  • Mood and (light) apparel management
  • Use of dynamic glowers

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


Download



M&Co.: Common V3.2
M&Co.: Common V3.2 source

M&Co.: Security enforcement V1.5
M&Co.: Security enforcement V1.5 source
#844
Maybe try another language (French, Deutsch...). I really cannot help you as I don't understand what you mean... ???
#845
Sorry but I don't understand your English... :(

First, go read this.

Then, download "Mining & Co. Common V3.0" and "Mining & Co.: Deepdriller + MMS V3.0".
Start your game and activate both mods in the same order (Common first then Deepdriller).

Have you read the entire main post (especially the "Compatibility notes" section)? ::)
#846
Help / Re: Array index out of range error - help!
October 17, 2014, 08:54:26 AM
So, solved topic! ;D
#847
Just a little question... What about balance? ::)
Not tested but cooldown is 20 ticks and min damage is 200!!!! => so 1 attack = 1 dead :o
Seems a little bit OP...

Other small details:
- given their respective cost, no one will ever equip them as they will never have enough money.
- the techLevel should be set to Spacer, not Midworld?

I hope you will try and balance it, the graphics are nice! ;)
#848
Use a force attack (keyboard shortcut: F) with a drafted colonist.
Grenades are the best weapons against structure... ;)
#849
Help / Re: Array index out of range error - help!
October 17, 2014, 03:01:31 AM
There seems to be a problem when trying to get the single texture.
Do you use a field <graphicPathSingle>? And what is its value?

I think it may try to grab the core drop pod texture and fail as the path is no more valid... ???
#850
Help / Re: GenAI.BestShootTargetFromCurrentPosition
October 16, 2014, 11:56:29 AM
Isn't it a little bit cheated? ::)
Okay you can spawn bullets and tell them where to go but getting the AI to do it autonomously would be great.
#851
Help / Re: Modding AI
October 16, 2014, 09:30:26 AM
There were some mods in previous Alpha dealing with AI: Project K9.
It is however no more supported and I believe there are only few people trying to work on AI. :P

Otherwise, get Ilspy and look directly into Tynan's code (decompile the dll RimWorld581Win_Data\Managed\Assembly-CSharp.dll).

Good luck!
#852
Help / Re: GenAI.BestShootTargetFromCurrentPosition
October 15, 2014, 03:09:08 PM
You could use something like:
IEnumerable<Thing> potentialTargets = Find.ListerThings.ThingsOfDef(ThingDef.Named("Human")).Where(testedThing => testedThing.HostileTo(Faction.OfColony));

Not tested though...
#853
WIP, I will deliver this type of laser guns within a week. 8)
#854
It is just as it says: the image "overdraws". So you can build things around your 1 cell lamp and textures can collide.
However, you don't need to draw an exact 192x192. Look at the mortar and Comms console, they both use the overdraw option but Comms console just overflow a little on adjacent cells.
Comm' console is a 2x3 cells building (so 192x128) with overdraw = true and its actual image size is 192x136.

Geothermal generator is a 6x6 cells building (so 384x384) with overdraw = false.
#855
Go look here for an explanation of overdraw.
A little correction, with overdraw = true and the lamp takes 1 cell to build => the image size must in fact be 192x192 (3 cellsx3 cells).

Your outdoor lamps looks very well now. :)