[A10] [MODPACK] Skullywags OmniPack V1.3 (Last update - 02 May)

Started by skullywag, April 15, 2015, 02:43:03 PM

Previous topic - Next topic

LittleGreenStone

Skully!
What are your thoughts on modular buildings? Tables, hydroponics, solar panels?
I find them most convenient myself, are you planning on bringing them into your mod, or keep it as it is?

...but more importantly, the end of your post has been cut off!

Dave-In-Texas

Skully; 

Sometimes when i toggle power for one of the lights (ceiling and wall so far) it occasionally doesn't cease providing light.

In the case of the ceiling light it got very dim, the wall light stayed bright.

i don't know if it matters but the ceiling light was the only one i played with color cycling, the wall light too.

skullywag

Ill look into the modular stuff but i like the 2x2 and 3x3 stuff and this can (in its easiest format) only be applied to single cell buildings.

Also the OP isnt finished i need to reshuffle it as ive run out of characaters so need to imageify some stuff to reduce the markup.

Ill look into the lighting issue there was a core bug where if a conduit was left nearby after removing a light it would stay until the conduit was removed. If anyone else can test this as well id be greatful.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

LittleGreenStone

Tested, though not thoroughly. Flipped the switch 20-30 times, it worked fine for me. o_o

skullywag

Oh and by core bug i mean it was fixed in latest alpha. Are you on 10f Dave?
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Dave-In-Texas

Quote from: skullywag on May 01, 2015, 08:41:19 AM
Oh and by core bug i mean it was fixed in latest alpha. Are you on 10f Dave?

yes I am, version 0.10.785 :)



by the way, when i loaded the game the lights all defaulted back to white.

while the lights are white, no problems turning them on/off.

ceiling lamp, while powered off, cycling the colors turns the glow on, dimly.

wall lamp, cycling to say green,  toggle off, no change in lighting.

skullywag

Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Rauminen

Hi Skully, nice work!

Quick question - mayb someone have tried this. I have a Superior Crafting colony going, but I love Xenonauts :) So I was thinking about adding in the weapons only. Will it work with an existing save? If not, do the weapons work with a new colony & SC?

skullywag

it should work with an existing save, just remember it will change the default guns to be weaker. I havent used superior crafting so dont know how it plays with this, take precautions and back up.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

LittleGreenStone

Skully, is it normal that for me,
the lazor precision rifle deals 30 damage,
plasma deals 18,
ballistic deals 42,
while the charge deals 12?
Warmup times and cooldown is the same for each.

Pistols:
laser 6,
plasma 18, (like all plasma weapons as I noticed)
ballistic 8,
charge 12?

I'm utterly confused, is it because of another mod, or did you come up with these numbers?
Also, it seems the values are in .dll too, not in the weapon defs. o_o

skullywag

That sounds wrong those arent the numbers in my defs...check.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Zapp Brannigan

Quote from: Rauminen on May 01, 2015, 03:40:59 PM
Hi Skully, nice work!

Quick question - mayb someone have tried this. I have a Superior Crafting colony going, but I love Xenonauts :) So I was thinking about adding in the weapons only. Will it work with an existing save? If not, do the weapons work with a new colony & SC?

Your save will work perfectly fine, however the new guns won't be added to the crafting section (unless you manually add them) and you will not be able to then REMOVE skully's mod later and still use your save (Rimworld just doesn't work that way). Like he said, it will make vanilla guns weaker.

Zapp Brannigan

Quote from: LittleGreenStone on May 01, 2015, 11:01:05 PM
Skully, is it normal that for me,
the lazor precision rifle deals 30 damage,
plasma deals 18,
ballistic deals 42,
while the charge deals 12?
Warmup times and cooldown is the same for each.

Pistols:
laser 6,
plasma 18, (like all plasma weapons as I noticed)
ballistic 8,
charge 12?

I'm utterly confused, is it because of another mod, or did you come up with these numbers?
Also, it seems the values are in .dll too, not in the weapon defs. o_o

What other mods do you have installed? It sounds like a mod conflict, if you have the mods out of order then skully's Omniweapons may be using the bullet type from the conflicting mod (usually do to using the same name for the bullet type)

skullywag

Spotted a bug in the personalshield mk2, ill upload a fix shortly, if you have one already you may find you cant fire out from it, new ones after my fix will work fine, old ones youve made will need to be replaced (respawn another with dev menu).

The fix will also have some tweaks to some recipe values and sets work times on making some apparel id forgotten.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

skullywag

Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?