[1.5] Star Wars - A RimWorld Series (4/8/2024)

Started by jecrell, April 09, 2017, 07:20:19 AM

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Parsival

Quote from: jecrell on May 03, 2017, 10:47:18 AM
Quote from: Parsival on May 03, 2017, 10:07:36 AM
The force zip is damaged, there is no download for factions.

Sorry about that. The Force zip should be working now.
I'll talk with Xen tomorrow about the factions link and so forth. For now, here.
https://github.com/jecrell/Star-Wars---Factions/archive/1.0.zip


thanks dude. great mod.

Canute

Ok, there is a incomp. with Smarterfoodselection.
Without the Star wars mods no error on game load, but with the mods.

https://gist.github.com/80614839ec52799a580fb9e33638de5d

[HugsLib] Smarter_Food_Selection caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
  at WM.SmarterFoodSelection.ModCore.processDefs () [0x00000] in <filename unknown>:0
  at WM.SmarterFoodSelection.ModCore.DefsLoaded () [0x00000] in <filename unknown>:0
  at HugsLib.HugsLibController.OnDefsLoaded () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:LoadReloadInitialize()
HugsLib.HugsLibController:Initalize()
HugsLib.Core.UnityProxyComponent:Start()

Just playing the 1. colony without smarterfood :-(

Canute

Quotepawns wielding a saber must be drafted to activate saber (so be careful not to let them get jumped unawares) pawns will auto-deactivate sabers upon cancelling draft
Why not manual deactivate the sabers before you can cancelling draft ?

Ok, i see you want differ between draft to use force abilities and lightsaber attacks, but that lead just to more micromanagment.
And the gameplay feature to attack enemy while non-draft become pointless.
Please overthink that, and let the saber auto-activate on draft or remove it completly.
And maybe let the force abilities be used nondrafted too (heal other).

slugman4

The borat crystals made from the smelter take 17 work and 40 rocks and go for 3000 to the trader.
Also agree with above with the activation of lightsabers they should activate every time you draft or they start fighting.

jecrell

Quote from: slugman4 on May 04, 2017, 11:07:14 AM
The borat crystals made from the smelter take 17 work and 40 rocks and go for 3000 to the trader.
Also agree with above with the activation of lightsabers they should activate every time you draft or they start fighting.


The barab ingots shouldn't be craftable there. I'm disabling it in the recipes in the next update.
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

jecrell

I've done some short testing and the A17 versions seem ready if anyone is interested in trying Star Wars mods out on the unstable branch!

Lightsabers A17
https://github.com/jecrell/Star-Wars---Fully-Functional-Lightsabers/releases/tag/1.17.0
The Force A17
https://github.com/jecrell/Star-Wars---The-Force/releases/tag/1.17.0
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

alucardiff

Made an account just to thank you for this extraordinary mod - I dreamt of a Star Wars Rimworld mod two days ago and, lo and behold, here's one. You'll be giving my sandbox a really nice new toy to play with. Huge cheers!

SS4312

#67
The Jedi Force Ghost doesn't appear to do anything. I sent one out during a tribal raid, and it just stood there looking menacing. Is this a known bug, or am I misusing the ability?

Update: It worked just fine against non-tribal raiders and mechanics. I'm not to sure what happened.

On another note, the Heal Other ability pops energy shields, and if it does, it doesn't heal. Is this intensional, or is it because its coded as an attack?

Finally, I just would like to say thank you for making this awesome beast of a mod!

jecrell

Quote from: SS4312 on May 04, 2017, 05:48:21 PM
The Jedi Force Ghost doesn't appear to do anything. I sent one out during a tribal raid, and it just stood there looking menacing. Is this a known bug, or am I misusing the ability?

Update: It worked just fine against non-tribal raiders and mechanics. I'm not to sure what happened.

On another note, the Heal Other ability pops energy shields, and if it does, it doesn't heal. Is this intensional, or is it because its coded as an attack?

Finally, I just would like to say thank you for making this awesome beast of a mod!

1. Alright, I'll do something. Perhaps give control to players? Write AI code?
2. Heal self/Heal other is part of a damage worker, so that's probably why. I'll investigate.
3. You're welcome =D
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

Ghasty

Top tier mod, breaking new barriers in modding with the force leveling up system. After playing with this awhile I found some issues that you guys might not be aware of.

1) Force choke instantly downs mechaniod centipedes and sythers. While funny, is also way OP.
2) Crafting and art doesn't seem to give force XP, might just be a problem with mod conflicts though.
3) Less of an issue, but the whole reflecting projectiles thing is a little confusing. When I look up my character info for a pawn, it says that I have 119% chance to reflect projectiles. My pawn still gets shot up like crazy when a lot of people shoot at him/her. Maybe there is a cooldown on reflecting projectiles? A cooldown would seem like a good idea for balance.

Thanks for this amazing mod though, never gonna turn this one off.
May the fourth be with you :)


jecrell

Quote from: Ghasty on May 04, 2017, 09:13:34 PM
Top tier mod, breaking new barriers in modding with the force leveling up system. After playing with this awhile I found some issues that you guys might not be aware of.

1) Force choke instantly downs mechaniod centipedes and sythers. While funny, is also way OP.
2) Crafting and art doesn't seem to give force XP, might just be a problem with mod conflicts though.
3) Less of an issue, but the whole reflecting projectiles thing is a little confusing. When I look up my character info for a pawn, it says that I have 119% chance to reflect projectiles. My pawn still gets shot up like crazy when a lot of people shoot at him/her. Maybe there is a cooldown on reflecting projectiles? A cooldown would seem like a good idea for balance.

Thanks for this amazing mod though, never gonna turn this one off.
May the fourth be with you :)



First and foremost, Ghastly, you're wonderful to post such quick and easy to understand feedback. We appreciate posts like this so much.

1) We're currently changing the asphyxia hediff. It was a problem in severity. Thanks for reporting this. We missed it entirely.
2) Thanks to your report, I found the issue. I was calling a Learn method that was not being used by recipe workers. This will be fixed in the A17 release.
3) No cooldown exists. It's just a bad report. I have to investigate further to see what's giving the false number. Lightsaber defense and lightsaber reflection handle the deflection of projectiles.
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell


SS4312

Quote from: jecrell on May 04, 2017, 08:46:16 PM
Quote from: SS4312 on May 04, 2017, 05:48:21 PM
The Jedi Force Ghost doesn't appear to do anything. I sent one out during a tribal raid, and it just stood there looking menacing. Is this a known bug, or am I misusing the ability?

Update: It worked just fine against non-tribal raiders and mechanics. I'm not to sure what happened.


1. Alright, I'll do something. Perhaps give control to players? Write AI code?


I think it would be a welcome change to give control of it to the player. That said, I don't recall seeing a visable timer. Would it be possible to make it work like the Cleaning and Hauling bots in MISC mod, so it has a recourse bar that depletes as time goes on, until death?

jecrell

Quote from: SS4312 on May 05, 2017, 12:22:51 AM
Quote from: jecrell on May 04, 2017, 08:46:16 PM
Quote from: SS4312 on May 04, 2017, 05:48:21 PM
The Jedi Force Ghost doesn't appear to do anything. I sent one out during a tribal raid, and it just stood there looking menacing. Is this a known bug, or am I misusing the ability?

Update: It worked just fine against non-tribal raiders and mechanics. I'm not to sure what happened.


1. Alright, I'll do something. Perhaps give control to players? Write AI code?


I think it would be a welcome change to give control of it to the player. That said, I don't recall seeing a visable timer. Would it be possible to make it work like the Cleaning and Hauling bots in MISC mod, so it has a recourse bar that depletes as time goes on, until death?

Look closer. It has a reverse bar that depletes. =3
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

jecrell

...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell