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Author Topic: [B19] Marvin's Stuff  (Read 53172 times)

MarvinKosh

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Re: [B18] Marvin's Stuff
« Reply #90 on: May 21, 2018, 11:48:49 PM »

Before I forget, there's a new test release of Hunting Restriction to fix a bug:

https://www.dropbox.com/s/kv9q4y23uliy39h/MarvsHuntingRestriction122_TEST.zip?dl=0

Changes:
- Hunters who take an order to hunt a predator (when hunting predators is enabled) will now change target if the predator goes to sleep in the time it takes for them to get there.

MarvinKosh

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Re: [B18] Marvin's Stuff
« Reply #91 on: May 25, 2018, 05:24:24 AM »

Changelist for the v1.2.7 test version of Sometimes Raids Go Wrong.

I changed the Burning Man variant a bit.
  • Fails to fire at all if it's too early for mechanoid raids.
  • A maximum of one-third of the raid arrives on fire.
  • Mechs and raiders will spawn in with existing damage/injuries.

I made a couple of minor alterations to Meteorite Swarm.
  • It will only iterate half as many times looking to find a place to spawn a falling meteorite, and the maximum number of meteorites is capped at 12. This should mean that generating the meteorite swarm will be a little bit faster. You also aren't guaranteed to get the maximum number every time.
  • Meteorites in the meteorite swarm are smaller than default RimWorld meteorites.

Rapid Ageing now has more stages, with the actual ageing only happening in the last and most extreme stage.
  • The disease progresses a bit slower than in the previous version.
  • It takes longer to become immune.
  • Immunity immediately removes the disease, resulting in no further effects.
  • It responds better to tending. In testing, herbal medicine isn't great but will reduce the severity some of the time, while regular medicine or better will be much better at keeping it at low severity.
  • The various stages ramp up the loss of movement capacity and consciousness, increase the pain factor, and make the victims become exhausted faster.
  • Before the last stage is reached, chemical damage can randomly occur to one or both of the kidneys, reducing blood filtration rate. Because the amount of ageing increases when blood filtration is low, this can lead to much faster ageing than normal.
  • Immunity to the disease is now checked before applying Rapid Ageing. Immunity persists for longer, so in theory, if the same poor sap is in a position to attack you again, they will be immune to the effects.

As for the classic Drop Pods Malfunction, when raider drop pods crash, instead of automatically being downed or dead, there's now also a chance for some injury (but not enough to down) or no injury at all.

I've also replaced the Weapon Breakage with something else. I think you might like it.
« Last Edit: May 26, 2018, 12:52:24 PM by MarvinKosh »
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MarvinKosh

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Re: [B18] Marvin's Stuff
« Reply #92 on: May 26, 2018, 12:44:18 PM »

Here's the test version of Sometimes Raids Go Wrong. The change list is as above.

I recommend that you start a new game with this version of the mod installed.

https://www.dropbox.com/s/w03zfh97hrcp41c/MarvsSometimesRaidsGoWrong127_TEST.zip?dl=0
« Last Edit: May 26, 2018, 12:56:24 PM by MarvinKosh »
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MarvinKosh

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Re: [B18] Marvin's Stuff
« Reply #93 on: June 11, 2018, 02:47:08 PM »

Here's a new test version of Sometimes Raids Go Wrong

v1.2.8 Changes
- Exempts Glitterworld Tanks from rapid ageing or getting drunk.

Download from Dropbox:
https://www.dropbox.com/s/huj3ok6ujkkzebn/MarvsSometimesRaidsGoWrong128_TEST.zip?dl=0

MarvinKosh

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Re: [B18] Marvin's Stuff
« Reply #94 on: June 30, 2018, 03:45:55 AM »

Here's a new test version of Less Often Drug Binges for B18.

v1.0.2 Changes
- Colonists with the chemical fascination or chemical interest traits will only have random drug binges when they are about to have a major or extreme break.

Download from Dropbox: https://www.dropbox.com/s/oazar7n680sn0pg/MarvsLessOftenDrugBinges102_TEST.zip?dl=0

Because of the nature of random drug binges, it will take me a while to confirm whether this works on my own. So if you find that it works, please let me know. Thanks!
« Last Edit: June 30, 2018, 07:55:05 AM by MarvinKosh »
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MarvinKosh

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Re: [B18] Marvin's Stuff
« Reply #95 on: July 15, 2018, 03:13:21 AM »

Combat Readiness Check (B19)

v1.1.8 "I'm sure there won't be any problems" stable version



Change log:
- Reworked the wealth curve a little bit. Because Combat Readiness omits a lot of the usual wealth sources (like that hoard of potatoes in your warehouse) it was generating 0 points for wealth a lot of the time using a vanilla-like curve.
- Added a debug toggle in mod settings so that you can see the building, armoury and colonist points before they get crunched. If these seem a little off, let me know. :)
- Wealth no longer includes weapons or apparel from passing ships. Whoops.
- The points cap is now 20000 for Merciless difficulty.
- Includes adaptation factors from difficulty.
- The points curve capped out a bit too quickly, meaning that the max was actually 3600 points before taking difficulty into consideration. Whoops.
- Uses points and wealth curves like vanilla, but takes longer to get to high values. Like vanilla, these curves flatten out completely at the end.
- There are new settings for the percentages of armour, weapon and building value that will be used, instead of points per million wealth.
- Weapons and armour are considered different wealth than buildings, so the wealth from both categories are looked up on the Combat Readiness wealth curve to get points values, then the points are added together later.
- Armour stored in a colonist's inventory will be counted.
- Just like in B18 and previous versions, the points from colonists are reduced when colonists have injuries or other effects which reduce their combat abilities (consciousness, manipulation, and sight).
- Like vanilla, the overall points are looked up on a points curve to get the final result. Combat Readiness has its own points curve.
- There is a setting for the percentage of animal combat power used in the calculation (vanilla is 9%)
- Only animals which have been trained in Release are counted in the points calculation.
- Ramp-up factor only affect points generated by colonists and animals.
- Like B18 and before, only wealth from armour, weapons and buildings count.
- Like vanilla, the wealth from various sources is halved for a caravan ambush.
- The criteria to decide whether armour is counted has changed, it is counted now if it has a high enough armour value vs sharp.
- Weapons stored in a colonist's inventory will be counted.

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1518256398
Marvin's Mods: http://marvinkosh.omniloth.net/my-rimworld-beta-19-mods/combat-readiness-check/

N.B. Does not work with Raid Limiter v3 (mods conflict, there can be only one).
« Last Edit: September 21, 2018, 12:06:18 AM by MarvinKosh »
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MarvinKosh

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Re: [B18] Marvin's Stuff
« Reply #96 on: August 01, 2018, 11:19:39 AM »

Solar Apocalypse & Rogue Planet (B19)

v1.1.0 "I don't want to set the world on fire... okay maybe I do" test version
- The world map now reflects any changes in temperature due to permanent game conditions. Even ones not included in this mod. ;)
- This means that your caravan dudes can turn into flamesicles or popsicles accordingly. Please send your caravans out with the appropriate insulating gear.
- The 'solar flares stop happening as planet gets further away' feature is temporarily disabled but may return in a later version.

Bugs may happen, please report them.

Download from Dropbox: https://www.dropbox.com/s/fcd17sysjz2q7l3/MarvsDisasters110_TEST.zip?dl=1
« Last Edit: September 28, 2018, 01:44:21 AM by MarvinKosh »
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MarvinKosh

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Re: [B18] Marvin's Stuff
« Reply #97 on: August 06, 2018, 12:57:14 PM »

Adaptation and Random Threat Point Multipliers Cap to One (B19)

v1.0.0 "I had to look up how to do xpath patching again" test version
- The adaptation multiplier caps out at 1 instead of 1.46
- Randy's random threat point multiplier range is 0.33 to 1 instead of 0.5 to 1.5

Please report bugs. Also, this little package will be included in the next version of Combat Readiness Check, so you won't need this if you have that.

Download from Dropbox: https://www.dropbox.com/s/sp2owfo0674gn6w/MarvsAdaptAndRandomToOne100_TEST.zip?dl=1
« Last Edit: September 28, 2018, 01:44:32 AM by MarvinKosh »
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #98 on: September 02, 2018, 03:09:55 PM »

Ugh You Got Me (B19)

v1.0.3 "I Shouldn't Hurt The One I Love" stable version

Simple mod which aims to make social fighting a bit less grim.

New stuff:
- Whole body is now checked for injuries as well as the torso.
- Colonists who have a romantic relationship can stop fighting sooner than those who dont, hence the title.

Download from Marvin's Mods: http://marvinkosh.omniloth.net/my-rimworld-beta-19-mods/ugh-you-got-me/
Subscribe on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1501639052
Follow me on Twitter: https://twitter.com/marvinkosh
« Last Edit: September 06, 2018, 12:35:19 AM by MarvinKosh »
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #99 on: September 15, 2018, 04:12:59 AM »

Please Haul Perishables (B19)

The mod which aims to save all your raw food from rotting outside in the rain.

v1.4.3 "Beam the hay up, Scotty" test version

- Updated to B19, nothing new added.

Seems to work fine in testing, but bugs may still be present. Please let me know if there's any unusual behaviour!

Download from Dropbox: https://www.dropbox.com/s/bdu2f3ashrm33gp/MarvsPleaseHaulPerishables143_TEST.zip?dl=1

MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #100 on: September 20, 2018, 08:52:48 AM »

By the way, I'm keeping an eye out for an null reference exception I saw yesterday when using Please Haul Perishables. Can't quite pin down where that's happening, so if anyone figures out a way of reproducing it that would be great. :)

Tsunamy

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Re: [B19] Marvin's Stuff
« Reply #101 on: September 20, 2018, 04:39:10 PM »

Aha, so this is where you've been hiding your mods. I was wondering why you only had a couple on Steam.
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #102 on: September 20, 2018, 09:44:47 PM »

I find it doesn't hurt to put up test versions here for a while before releasing on Steam.

Canute

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Re: [B19] Marvin's Stuff
« Reply #103 on: September 21, 2018, 03:05:45 AM »

Damn, and i though Steam user are public beta tester now we forum people ! :-))
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Tenshi~Akari

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Re: [B19] Marvin's Stuff
« Reply #104 on: September 21, 2018, 08:10:06 AM »

By the way, I'm keeping an eye out for an null reference exception I saw yesterday when using Please Haul Perishables. Can't quite pin down where that's happening, so if anyone figures out a way of reproducing it that would be great. :)

You mean like this one?  :) I get this sometimes when I'm trying to use Reverse Commands on some of my production benches, vanilla and custom ones....

Code: [Select]
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at PleaseHaulPerishables.WorkGiver_HaulPerishables.ListPerishables (Verse.Pawn) <0x0026c>
at PleaseHaulPerishables.WorkGiver_HaulPerishables.PotentialWorkThingsGlobal (Verse.Pawn) <0x00024>
at RimWorld.FloatMenuMakerMap.AddJobGiverWorkOrders (Verse.IntVec3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool) <0x003ad>
at RimWorld.FloatMenuMakerMap.AddUndraftedOrders (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>) <0x0036d>
at RimWorld.FloatMenuMakerMap.ChoicesAtFor (UnityEngine.Vector3,Verse.Pawn) <0x0031b>
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn) <0x0019f>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x002a4>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
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