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Author Topic: [1.0] XND's RimWorld Mods - Updated 2019-10-06  (Read 172885 times)

utotuto

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« Last Edit: September 04, 2018, 12:34:14 PM by utotuto »
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XeoNovaDan

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Re: [B19] XeoNovaDan's RimWorld Mods [ModSync RW] - Updated 4th Sep 2018
« Reply #166 on: September 04, 2018, 12:17:54 PM »

Thanks - will fix
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XeoNovaDan

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Re: [B19] XeoNovaDan's RimWorld Mods [ModSync RW] - Updated 4th Sep 2018
« Reply #167 on: September 04, 2018, 12:25:42 PM »

Alright, fixed.
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XeoNovaDan

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Re: [B19] XeoNovaDan's RimWorld Mods [ModSync RW] - Updated 5th Sep 2018
« Reply #168 on: September 05, 2018, 07:27:18 AM »

Updated Ranged Stagger Rebalanced to v1.1.2

Changes:
Patched for the following mods:
  • Rimsenal
  • Rimsenal - Enhanced Vanilla Pack
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XeoNovaDan

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Re: [B19] XeoNovaDan's RimWorld Mods [ModSync RW] - Updated 6th Sep 2018
« Reply #169 on: September 06, 2018, 04:23:25 AM »

Updated Profitable Weapons to v1.2.2

Changes:
Fixed compatibility with MendAndRecycle (formerly Mending)
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XeoNovaDan

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Re: [B19] XeoNovaDan's RimWorld Mods [ModSync RW] - Updated 7th Sep 2018
« Reply #170 on: September 07, 2018, 12:26:52 PM »

More updates have been brought to the -- oh crap, raiders have smashed the table again... Anyway, here goes!

Updated Turret Extensions to v1.2

Changes:
Quality of Life improvements:
  * Stat readouts in the 'Turret' section of info cards now update when upgraded
  * Clarity for the 'Upgradable' stat readout

Several improvements to CompUpgradable:
  * Can now add descriptions for upgrades
  * Now has statOffsets and statFactors; replaces the following properties:
      * MaxHitPointsFactor
      * FlammabilityFactor
      * ShootingAccuracyTurretOffset
  * Now has upgradeFailMajorDmgPctRng; replaces the following properties:
      * upgradeFailMajorDmgPctMin
      * upgradeFailMajorDmgPctMin
  * Can now add new graphics for upgraded turrets
  * Barrel durability upgrades now represented properly
  * mannerShootingAccuracyOffsetOffset -> mannerShootingAccuracyOffsetBonus
  * effectiveBarrelDurabilityFactor -> barrelDurabilityFactor

The old variables will still work, but are no longer documented and will be axed entirely in v2.0

New CompSmartForcedTarget:
  * Turrets with this can autoswitch targets after their forced target gets downed, just like colonists do
  * Can synergise with CompUpgradable and TurretFrameworkExtension

Bugfixes:
  * Cooldowns and warmups wouldn't be rounded when viewing turret upgradability info
  * Upgrades that modified power consumption wouldn't actually have an effect on it
  * Turrets won't gain hit points when an upgrade that modifies max hit points is applied
  * Vanilla Bug - Turret gun always faces north when rotatable turret is spawned

New property for TurretFrameworkExtension:
  * gunFaceDirectionOnSpawn
      * Determines which direction a turret's gun faces when it's spawned
      * Defaults to same direction as turret, but can be changed

For more information, please view the documentation: https://github.com/RimWorld-CCL-Reborn/TurretExtensions/wiki



Updated TE Turret Expansion to v1.3

Changes:
Updated to use Turret Extensions v1.2

Various minor changes to upgrades:
   * Uranium Slug Turret
       * Now also increases shooting accuracy to 99.5%
       * Plasteel: 40 -> 70
       * Adv. Components: 2 -> 3
   * Machine Gun Emplacement
       * Now also increases barrel durability by 50%
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XeoNovaDan

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Re: [B19] XeoNovaDan's RimWorld Mods [ModSync RW] - Updated 8th Sep 2018
« Reply #171 on: September 08, 2018, 01:58:52 PM »

Just fixed a very long-standing issue with Visible Pants: Pants will now consistently render correctly thanks to the power of the Harmony Patch Library by Brrainz.
« Last Edit: September 08, 2018, 02:02:44 PM by XeoNovaDan »
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Syrchalis

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Re: [B19] XeoNovaDan's RimWorld Mods [ModSync RW] - Updated 8th Sep 2018
« Reply #172 on: September 08, 2018, 03:18:26 PM »

And thanks to my nagging about the issue =p
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XeoNovaDan

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[1.0] Targeting Modes v1.1.6 (2018-11-27)
« Reply #173 on: September 09, 2018, 04:47:26 PM »



Compatibility
Works with What The Hack by Roolo. Should also work with most alien races and animal mods. Can safely be added to ongoing savegames but there may be issues removing this from ongoing savegames.

Confirmed to be incompatible with Combat Extended. I will work on a patch at some point, though this could prove to be very difficult due to how differently CE works from vanilla regarding determination of hit parts. This is therefore a very low priority.

If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.

Download
GitHub (source)
Steam


Back to my other mods

Overview
Showcase by BaRKy - thanks!

Targeting Modes sort of brings V.A.T.S from the Fallout universe to RimWorld, so you can now have your colonists and obedience-trained animals lay waste to those who dare oppose you by having them prioritize which body part groups they target, whether it be in ranged or melee combat. If you're using What The Hack by Roolo, you can even have your mechanoids join in on the head-slicing/blasting fun when they're being controlled.

There are five possible targeting modes:
  • General - This is the same as vanilla, and the default targeting mode for all pawns. There are no accuracy penalties.
  • Head - Pawns will prioritize getting hits off on the target's head, with head hits being ~4x more likely (~8x against humans since their base chance is so low). There's a significant accuracy penalty of 30% though.
  • Body - Pawns will prioritize outright mangling their target's body, with body hits being ~2x more likely. There's a minor accuracy penalty of 10%.
  • Arms - Pawns will prioritize hindering their target's manipulation, with arm hits and so on being ~3x more likely. There's a moderate accuracy penalty of 20%.
  • Legs - Pawns will prioritize inhibiting their target's movement, with leg hits and so on being ~3x more likely. There's a moderate accuracy penalty of 20%.

Though if you're using The Birds and the Bees, there's a sixth targeting mode for the groin which has a significant accuracy penalty of 30% and makes hits on those parts ~24x more likely.

With the differing characteristics of each mode, an extra layer of strategy has been added to the game. To change a pawn's targeting mode, click the 'Targeting' button at the bottom of the screen, and then select which targeting mode you want your pawn to use:



You can also change multiple pawns' targeting modes simultaneously just by selecting them all at once, then change the mode just like you would with a single pawn. After a certain amount of time out of combat, targeting modes will automatically reset to the general mode to cover you if you forgot to reset everybody's modes.

Beware though, because raiders can also use targeting modes! With smart raids, any raider with a skill level of 8 or above with the weapon they have equipped could also deviate from the general targeting mode. Some mechanoid raiders have also been programmed to favor a body part group over others, and some animals in manhunter packs may prefer tearing off certain body parts provided they've got at least intermediate trainable intelligence.

If your foes are downed in battle, you can easily dismember body part groups of choice by moving your colonist within 3 cells from your victim of choice, assigning your colonist to your targeting mode of choice and having them attack said downed foe. Spare expense on peg legs and prosthetic arms when it comes to crippling raiders for later!

Don't like some of the above? Fret not for you can configure this mod through mod settings! Changeable aspects of this mod include whether certain targeting modes even affect accuracy, how often the game will try to reset targeting modes (or if it even tries to), whether hostiles can use targeting modes and how likely they are to use targeting modes.

Powered by the Harmony Patch Library.

Credits
Shotgunfrenzy - for his fantastic work with the preview image and the UI icons for each targeting mode!
Brrainz - for his fantastic work with the Harmony Patch Library. This wouldn't have been possible without it!
Why_is_that - for their Settings Helper which allowed for labeled sliders.
AUTOMATIC - for helping get the raider target mode functionality working
Fluffy - for letting me use part of TBATB's logo
Marnador - for their RimWorld-style font
Sentient_Worm - for their countless bug reports

License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
« Last Edit: May 22, 2019, 01:03:04 AM by XeoNovaDan »
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XeoNovaDan

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Re: [B19] XND's RimWorld Mods [ModSync RW] - Updated 18th Sep 2018
« Reply #174 on: September 18, 2018, 09:31:23 AM »

Updated Turret Extensions to v1.2.2

Changes:
Fixed NullRef exception caused by loading ongoing savegames with any mods that add CompUpgradable to turrets present in that save

This'll have a profound positive effect on TE Turret Expansion's save compatibility
« Last Edit: September 18, 2018, 09:34:12 AM by XeoNovaDan »
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XeoNovaDan

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Re: [B19] XND's RimWorld Mods [ModSync RW] - Updated 24th Sep 2018
« Reply #175 on: September 24, 2018, 02:44:20 AM »

Just a couple of mod updates

TE Turret Expansion v1.3.2:
Adjustments to mini-sniper turret:
 * components to build: 3 -> 4
 * components to upgrade: 1 advanced -> 2 standard

Other adjustments:
 * mini-turret upgrade barrel durability factor: 1.25 -> 1.5

Profitable Weapons v1.2.3:
Patched for Sparkling Worlds (Core + Full)
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XeoNovaDan

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Re: [B19] XND's RimWorld Mods [ModSync RW] - Updated 25th Sep 2018
« Reply #176 on: September 25, 2018, 07:46:42 AM »

Targeting Modes has been updated to v1.1

Changes:
Manhunter pack animals can now use random targeting modes
- Requires at least Intermediate trainable intelligence
- Animals with higher intelligence are more likely to use random modes

QoL improvement: Targeting modes can now automatically reset after a certain amount of time when not in combat

Now configurable through mod settings
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XeoNovaDan

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Re: [B19] XND's RimWorld Mods [ModManager] - Updated 28th Sep 2018
« Reply #177 on: September 28, 2018, 04:42:17 PM »

All of my mods now support Mod Manager by Fluffy, and they also no longer include their Preview XCFs in their release ZIP files either which should significantly cut down file size and perhaps speed up download time for some. The XCFs are still obtainable through their GitHub source versions though.

Also made a couple of minor updates while in the process of adding Mod Manager support:

Profitable Weapons v1.2.4 - Xpath patches on weapons have now been replaced by a few lines of C# which should solve all compatibility problems with weapon mods that use their own abstract bases instead of vanilla ones or ones that inherit from vanilla.

Visible Pants v2.1 - Pants and flak pants should properly render for 100% of the time now with some minor code changes. Still uses the destructive detour though; had issues with getting a transpiler working because of some exceptions (IL wasn't the issue).
« Last Edit: September 28, 2018, 04:45:56 PM by XeoNovaDan »
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bigheadzach

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Re: [B19] XND's RimWorld Mods [ModManager] - Updated 28th Sep 2018
« Reply #178 on: September 28, 2018, 09:38:15 PM »

Your latest update to Targeting Modes seems to be a duplicate of TE Turret Extensions.
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XeoNovaDan

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Re: [B19] XND's RimWorld Mods [ModManager] - Updated 28th Sep 2018
« Reply #179 on: September 29, 2018, 03:13:08 AM »

@bigheadzach - Haha, oops! Fixed. Thanks!
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