[1.3] Rimatomics | Rimefeller

Started by Dubwise, August 28, 2016, 06:51:41 PM

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Dubwise

Quote from: HighDerpLord on January 08, 2018, 06:31:20 PM
Hey just wanted to say i love this mod very much so far. just a few questions:
1) is there a way to watch my ICBM missle devastate an outpost/base without me sending a pawn first to the tile who gets obliterated in a white light
2) can i somehow look at the obliterated area? i instantly get thrown to the world map when the base is destroyed.
3) is the a purpose for the anti ICBM cannon? i think its called HEL. i mean its just urself nuking the world like a north korean wet dream, isnt it?
4) it may sound like im a psychpath but the question is similar to my number 1) with one exception.
is there a mod to show some random generated enemy/friendly bases/factions to zoom in and interact not like just trading/attacking? i like to inspect the peace and quiet npc pawns before i nuke them to oblivion. :) im actually a nice guy in RL
5) last question: i got 5 of this railgun turrets, when i click all 5 and force a target without someone at weapons console the all go for the same point. so far so good. But when i got someone at the console i cant do that with all 5 clicked. just one of them fullfills my command even if i press multiple times. is there a way to make them shoot consecutive or at the same time. its a tidy work to zoom out and click them one by one :(

nontheless, easiely the  best mod with Preperation and Star wars. i even learned stuff about nuclear reactors thanks to u :O

1. The map needs to be generated, code for despawning them looks for colonists and i don't want to start patching all of that to try spawns maps so you can watch them get destroyed, its also pretty dodgy when you do watch it in map, needs a lot of work.
2. if everyone dies then nope, cant save the state of a map like that and come back to it, just the way rimworld works.
3.The HEL is an anti mortar defense system, if i get around to adding pirate missile bases they might be used for shooting down incoming missles.
4.no idea if there is a mod for doing it, i don't want to mess around with that code if i don't need to, i only like adding new stuff i hate trying to change the base game code, breaks things.
5.yeah that's a bug, i need to recode all of the energy weapons at some point to iron out some problems.

Harry_Dicks

Would ED - Enhanced Options (or whatever it is) work with the option that lets you select targets for a turret? Haven't tried it yet myself.

HighDerpLord


Mst

Can someone pls explain me how radiation works? I'm at the beginning of building my first reactor as part of the research.
I mean what objects emit radiation? Reactor itself, fuelrods, pellets, plutonium?
And the second part is what the right way to deal with it, what objects should I isolate in shielded rooms and when should colonists use the radiation suit?

Dubwise

The only things that emit radiation are a damaged reactor, or used fuel, uranium and plutonium and new fuel is all safe to handle. Proper setup is to make a containment room for your reactor and fuel storage pool and maybe an adjacent room for Pu processors, so that when you unload spent fuel a single worker can be locked in there and only has to move the fuel a couple of cells to the pool, the bigger the room the further the radiation has to travel and the less likely people walking past will get zapped, shielding is 100% protection, metal walls work, stone needs a couple of layers, wood does a bit. Everything else like turbines, cooling, production, can all be outside of the containment room.

Madman666

Honestly, Dubs, you might wanna write all this stuff is some real short and neat way, so that you won't have to teach it ever again and just point to it instead =) And I damn love camo versions for silo, railguns and HELs. Amazing work!

Mst

Thanks!

Quote from: Madman666 on January 25, 2018, 12:29:37 PM
Honestly, Dubs, you might wanna write all this stuff is some real short and neat way, so that you won't have to teach it ever again and just point to it instead =) And I damn love camo versions for silo, railguns and HELs. Amazing work!
Agreed. I searched this topic on the word but did not find this info so decided to post a question.

And a follow up. Does the contamination on places, items or people go away with time?

Dubwise

radiation poisoning in pawns heals over time same as toxic buildup, there isn't a contamination grid yet for the ground, and i cant add contamination to things, fallout from popped cores clears up over time once you have contained the core

Mst

By items I mean toxic waste and as you mentioned before used fuel. Or maybe it's the same, don't know yet.

malloc

Minor bug report:  Build a Thor Turbine, turn it off, then build a high voltage transformer touching the turbine.  The turbine and transformer will not show as being connected on the high voltage overlay even after the Turbine is turned back on.  I had built two HV wire pieces on the side when they didn't originally connect but these showed as connected to the transformer and not the turbine.  Deconstructing one of these triggered a check which then connected the turbine and transformer together.  It would be good if this check is done when the turbine is turned on.

malloc

Another similar bug to the one above.  If the Reactor is built, then turned off, and then the loom wires are built to it, it will not connect to the console loom when it is turned back on.  Deconstructing/reconstructing one of the wires with the reactor turned on causes the loom connection to be made.

bomberchibbi

Hi Dubwise
I recently tried out your rimatomics mod and I'm really enjoying it
I tried increasing the fuel rods lifespan since on full flux they burn quite fast
to do that I changed the hp of the rods to 1000 instead of 100 for testing but when I make new fuel rods at the bench they start out with 10% durability, so there still seems to be the 100 floating around somewhere
I changed the value in the nuclear.xml and couldnt find it anywhere else. Could you point me in the right direction on how to increase the lifespan in the most simple fashion? (I'm not really a programmer, just read some modrelated stuff and tried to figure out the problem by reading the xml)

Harry_Dicks

Quote from: bomberchibbi on January 29, 2018, 10:31:09 AM
Hi Dubwise
I recently tried out your rimatomics mod and I'm really enjoying it
I tried increasing the fuel rods lifespan since on full flux they burn quite fast
to do that I changed the hp of the rods to 1000 instead of 100 for testing but when I make new fuel rods at the bench they start out with 10% durability, so there still seems to be the 100 floating around somewhere
I changed the value in the nuclear.xml and couldnt find it anywhere else. Could you point me in the right direction on how to increase the lifespan in the most simple fashion? (I'm not really a programmer, just read some modrelated stuff and tried to figure out the problem by reading the xml)

Download Notepad++. Use it's "Find" function to "Find in files" your term "100" and point it towards Rimatomics folder. It will show you everywhere there is a 100 in his mod. You can also setup the autoreplace as well, but be careful with that one.

Dubwise

Quote from: bomberchibbi on January 29, 2018, 10:31:09 AM
Hi Dubwise
I recently tried out your rimatomics mod and I'm really enjoying it
I tried increasing the fuel rods lifespan since on full flux they burn quite fast
to do that I changed the hp of the rods to 1000 instead of 100 for testing but when I make new fuel rods at the bench they start out with 10% durability, so there still seems to be the 100 floating around somewhere
I changed the value in the nuclear.xml and couldnt find it anywhere else. Could you point me in the right direction on how to increase the lifespan in the most simple fashion? (I'm not really a programmer, just read some modrelated stuff and tried to figure out the problem by reading the xml)

sorry that's coded in, can't change it in xml, it used to be 2 years at full flux, but with the new fuel grid i basically allow you to boost the power up to 4x what it used to be by chaining the fuel, which is really nice for getting some extra peak power for energy weapons during raids, and speeding up Pu and du production, but it cuts lifespan down to 6 months at full flux, so you just have to run at quarter flux to get the same old life span out of them.

Harry_Dicks

Quote from: dubwise56 on January 29, 2018, 01:43:00 PM
but with the new fuel grid i basically allow you to boost the power up to 4x what it used to be by chaining the fuel, which is really nice for getting some extra peak power for energy weapons during raids, and speeding up Pu and du production, but it cuts lifespan down to 6 months at full flux, so you just have to run at quarter flux to get the same old life span out of them.

I really like how there is an actually significant trade off like this. I love when we have decisions like this to make that can have such heavy consequences. I'm really looking forward to using your energy weapons against the zombies from Zombieland ;)