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Author Topic: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)  (Read 738745 times)

Haplo

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[A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
« on: May 16, 2014, 05:54:01 AM »

Miscellaneous w MAI+Robots


Description:
This is my collection of mostly independend items of various kinds.
Note: The downloads are in the download section.

Miscellaneous 'CORE'


This contains various core functions for other Miscellaneous parts.
It must be loaded before the other parts!


It also comes with the following functions/items:
Colonist Keys: Place/Group
   This allows you to use the keys 6, 7, 8, 9 to create teams
   The key 0 releases all drafted colonists, BACKSPACE jumps randomly into your colony
   (Note: This needs a new colony to work; the keys can be reconfigured)
BrainPals
   Some brain implants to enhance your colonists
   (an idea from 'Old Mans War')


Misc.  Bees 'n' Honey

Build beehives where you can harvest your very own honey.
You need to research 'beekeeping'. Once done look out for wild beehives to find a queen bee which can be transferred to your own beehive.
With your beehives you can grow new queens to expand your hives. They will also produce honey for you to eat or sell.
Alternatively you can brew mead (honey-wine) from the honey.


Misc.  Incidents
*** This needs Miscellaneous CORE to work without errors! ***

Artefact
   Your colonist stumbles over an ancient artifact. What might happen if you activate it?
Tactical Computer + Computer Terminal + Anomaly
   The tactical computer gives informations, is good for a game or two,
   and scans the nearby area for interesting places.
Crashed Rescue Pod
   An unknown rescue pod crashed nearby. Do you want to take a look inside?


Misc.  MapGenerator
*** This needs Miscellaneous CORE to work without errors! ***

Blueprint MapGenerator
   This will create some more detailed ruins on map creation.
   Some simple, some complex, some with items to be found, some with mechs,...
   You can also add your own ruin blueprints to the collection.
   (Note: This needs a new colony to work)

   
Misc.  Objects
*** This needs Miscellaneous CORE to work without errors! ***

Nano Replicator
   Like a 3D-Printer only for much more complex items
Turret: Weapon Base
   You want to build your own turrets? Buy a base from a trader and add your weapon of choice to it.
Job: Weapon Repair
   Do you have your best weapon in an awful condition, but various worse weapons of the same kind just laying around?
   Now you can repair your weapon with spare parts salvaged from similiar weapons (as long as you have a machining table)
   
   
Misc.  Training

This adds some training facilities:
Shooting Target
   Train up your shooting ability. Joy and training possible!
Martial Arts Dummy
   Train your martial arts ability. Joy and training possible!
Archery Target
   Your colonists like to shoot some arrows for joy. **Joy only**
   

Misc.  Robots
*** This needs Miscellaneous CORE to work without errors! ***

This adds some buyable robots:
Haulingbot
   A small drone to help you hauling stuff around
Cleaningbot
   A small robot to help keeping your home clean 


Misc.  MAI
*** This needs Miscellaneous CORE to work without errors! ***

This adds a mobile artificial intelligence, also known as MAI.
   

Modder:

Downloads:
Caution: To use the new functions the start of a new colony is eventually required.



Miscellaneous - Patches
Note: Load the patch AFTER the original mods and DON'T use them when one or the other is disabled!

Following are patches for Combat Extended:
Patch for Misc. 'Core' + Combat Extended
More to come soonTM
Note: With this patch the following parts are definitely compatible with Combat Extended: 'CORE', MapGenerator, MapGenerator FactionBase.
For the other parts I can't guarantee that they will work with CE!
Definitely NOT working are: Training, Objects, MAI


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


Detailed Description:
Detailed Description:
Mobile Artificial Intelligence
  She is an AI persona with a metal body, who wants to be called 'Mai'.
  You can build her. For more information look into the additional description.
Robots
  Some robots (Hauling- and CleaningBot) are buyable from a robot trader.
Tactical Computer + Terminals
   Find and count your pawns, prisoners, friends and enemies with just one click
   Call your armed colonists to the combat room or to the terminal
   Send your colonists to bed or to eat something (only when lower 50%)
   Play a game alone or with your friends
   Send your colonists on an away mission outside the map
Nano Storage
   Store up to ten items in one single container
Nano Replication
   Scan your items and make a replicate with the nano printer
   Note: Only available after research of the nano storage
Archery Target
   The bow is an ancient hunting tool that is nowadays mostly used for fun..
Turret: Weapon Base
   A new weapon base, where you can install the weapon of your choice
   An upgrade to reduce the reload time can be researched, while the automatic base can only be bought.
   It can use a custom top graphic if the weapon installed provides the needed _top file:
   (e.g. Your gun graphic: /Textures/Gun/MyGun.png - Added top graphic: /Textures/Gun/MyGun_top.png)
Incident: Artefact Found
   Your colonist stumbled over an ancient artifact. What might happen, if you activate it?
Incident: Anomaly detected
   Your sensors detected an unidentified object a few days away. If you want you can send an investigation team.
   Note: Only available when a tactical computer is built and powered!
Incident: Rumor of ...
   There are a few rumors of various objects nearby. Do you want to explore them?
   Rumors available right now: Ruins, Slaver Camp, Space Ship, Old Temple, Treasure Map
Keybinding: Colonist Groups
   You have the keys 6 to 9 to set drafted colonist positioning groups.
   And you have key 0 to undraft all colonists without active job.
   Also there are the keys SHIFT+Q and SHIFT+E to send your pawns sleeping/eating.
   Now there is also BACKSPACE to jump back to your Home
   For more information look into the detailed description further down.
Implants: BrainPals
   If you always wanted to have your own voice-in-your-head, here it is: Your personal BrainPal(TM)
   BrainPals are micro computers that are hard wired into the brain and provide you with live feedback.
MapGenerator: Village Ruin Blueprints
   This is a MapGenerator that creates some village ruins out of a collection of blueprints.
   If you want, you can add your own building blueprint to the collection.
   How? Look for the Tutorial in the Help folder.
Training Facilities
  This provides you with two targets to train your skills:
  - A shooting range target to train your ranged weapon skills
  - A martial arts target to train your melee weapon skills


Additional Descriptions:
- Mobile AI
Mai is a researchable and buildable mobile artificial intelligence.
You need to research the basics, how an ai is programmed and how to build a mobile body for her. After you've done this you can build the automatic assembler (1), where most of the body will be produced automatically. After the assembler built your first ai body, you can activate it (2), as long as you have a crafting professional (level 9) to do so.
Note: Once Mai (3) has been awoken, she won't allow further access to her programming, so denying you the abillity to upgrade her. Because of this, you should research everything, that you want for her to know, before hand.
Your Mai has, because of her metal body, a higher damage tollerance. She doesn't need to eat. But she does need to recharge her internal batteries.
Caution: Once her damage is too high or even when her batteries are empty, she will initiate her emergency self destruction program. Try not to be anywhere nearby when she does that..

- Enhanced Mobile AI
If you stumble about an AI Core, you can use that to give Mai some enhanced abilities.
She can withstand a bit more damage and is a bit harder to hit, she learns faster, heals herself a bit better and much more. All in all she is 'enhanced'.

- Keybinding: Colonist Groups
The keys 6, 7, 8, 9 can be used to define where colonists should go to.
Use them like this: Draft all the colonists you want to set the positions for and position them. Now press SHIFT+7 (for group 7) and the positions of your drafted colonists will be saved. To recall the positions just press 7.
This can be done for 6, 7, 8 and 9.
Key 0 has another function: Once you press it, all your drafted colonists, who don't have an active job, will be undrafted. Press SHIFT+0 to switch the recall mode between POSITION and GROUP.
Then there are the keys SHIFT+Q and SHIFT+E: SHIFT+Q sends your colonist to bed. SHIFT+E sends your colonist to eat. But they will only go, if they are hungry or tired enough.
Another key is the F1 key. If you press it, you will jump to a random position inside your home zone.
Note: You can rebind the keys to your own desire with the normal keybinding options.


- MapGenerator: List of blueprints
The MapGenerator has the following blueprints to work with.
These buildings can be placed when a new map is generated:
-Basic Rooms (some simple rooms similiar to the vanilla ruins)
-Bathhouse (an abandond bathhouse with pool)
-Billiardroom (a small house that still may contain a billiard table)
-Security room (a small house where old security was stationed)
-Hacienda (a few haciendas /ranches with various extensions)
-Labyrinths (a few labyrinths where you can find treasures inside)
-Longhouse/Tippie (Some abandond tribe houses)
-Mirror Tower (An old twin tower building)
-Pyramids (An ancient tomb, may contain treasures)
-Military Base (An old military base)
-Well (You know, the thing with water inside)


Issues:
-The assembler to build Mai only accepts resources if the priority of their storage is set lower than 'Critical'.
-The interaction square must not be blocked by a tree or a boulder.
-The same is valid for the Nano Printer.

Permissions:
This mod and it's source code is released under the Creative Commons License Attribution-ShareAlike 4.0
Ludeon has an exception clause. ;)
For more info about it take a look into the About folder.
Miscellaneous Source-Code V0.17.6 / 09.06.2017
« Last Edit: August 23, 2017, 03:17:49 AM by Haplo »
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mrofa

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Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
« Reply #1 on: May 16, 2014, 07:12:00 AM »

Awsome :D
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iame6162013

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Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
« Reply #2 on: May 16, 2014, 11:20:46 AM »

Ah now i can count my raiders Woot...
But one question what is it's radius?
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Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

mrofa

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Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
« Reply #3 on: May 16, 2014, 11:38:26 AM »

Whole map
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iame6162013

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Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
« Reply #4 on: May 16, 2014, 11:40:58 AM »

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Linus Torvalds: "But it clearly is the only right way. The fact that everybody else does it some other way only means that they are wrong"
Robert J. Hanlon: "Never attribute to malice that which is adequately explained by stupidity."

JinxWolf

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Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
« Reply #5 on: May 16, 2014, 12:36:08 PM »

Not that this is not a great mod, but i'm struggling to find a usage for it beyond just the idea of keeping tabs on my enemies. Out of the four things listed in content, I vaguely only see a census feature.
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Haplo

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Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
« Reply #6 on: May 16, 2014, 03:26:01 PM »

Its usage is mostly statistical. Its so you can see at once, how many colonists you have, how many enemies just dropped, and so on.
The earliest version didn't even have the jump to xyz buttons. That version was ONLY good for statistics.
So if you don't see any usage, that's ok. I don't force you to use it. ;)

This mod is my place to release small independent parts that normally won't be big enough to be a full mod.
Unfortunately right now it is only one item as I've used the other parts I had elsewhere for now..
But I hope it will fill up a bit with time..
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JinxWolf

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Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
« Reply #7 on: May 16, 2014, 04:28:28 PM »

Its usage is mostly statistical. Its so you can see at once, how many colonists you have, how many enemies just dropped, and so on. The earliest version didn't even have the jump to xyz buttons. That version was ONLY good for statistics.

Well thank you for clarifying the difference.
As you've cleared up a misconception.

That version was ONLY good for statistics. So if you don't see any usage, that's ok. I don't force you to use it. ;)

As for the last statement, that's also fine..
But as a modder, you're going about your sell pitch defensively.
Your peers are those whom make you better, with constructive criticism.
I'm not ridiculing your creation, if anything i'm giving you every reason to show others why it's much more than the eye may see. As said by Tynan, there is no one mod or modder that control what mod is seen, by what's good or bad, popular or dominate. It's fair game for each and every member. So forgiving me for giving you a reason to rise up to the challenge.

With that in mind, understand..
Regardless to if you do this for fun or for recognition, you and every modder still upload these mods on the strength of praise. So, the competition to have your mod considered by someone whom is going off face value and not what you've went through to create your mod, having an attitude will only shadow the potential of a fairly decent attempt. So be courtesy to how you come off towards someone.

As I may only be one person.
This however is a community.
Good luck with the mod though.
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Austupaio

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Re: [MOD] (Alpha 3) Miscellaneous (V 1.0.0)
« Reply #8 on: May 16, 2014, 06:01:19 PM »

Way to make something out of nothing. Just let it be.



Now as for the mod, very handy. Being able to instantly gauge the size of a raiding force and jump to it's location is invaluable for the way I play; that being on very large maps with multiple colonies.
« Last Edit: May 16, 2014, 06:04:59 PM by Austupaio »
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Haplo

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Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 - 03.06.2014)
« Reply #9 on: June 03, 2014, 01:42:39 PM »

Update to Alpha 4.
Added some new objects and incidents.
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anikaiful

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Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
« Reply #10 on: June 04, 2014, 04:44:16 PM »

Nano Storage's "Retrieve" and "Dispense" mode... Beats me, what they do?
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mrofa

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Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
« Reply #11 on: June 04, 2014, 04:53:50 PM »

Recive mode is that it recive only and colonist wont take stuff from it, if you set to dispense, it will show on top one item that is stored in it and colonist will able to pick it up, of its on dispense and colonist pick up a item another item will be shown on top :)
At dispense if i remmber right colonist still can store stuff in it.
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anikaiful

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Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
« Reply #12 on: June 04, 2014, 05:25:52 PM »

Recive mode is that it recive only and colonist wont take stuff from it, if you set to dispense, it will show on top one item that is stored in it and colonist will able to pick it up, of its on dispense and colonist pick up a item another item will be shown on top :)
At dispense if i remmber right colonist still can store stuff in it.
Ah-a, that clears it - thanks.
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Haplo

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Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
« Reply #13 on: June 05, 2014, 06:30:06 AM »

Did anyone experienced the incidents yet?
If so, what do you think about them?
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Peacekeep3r777

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Re: [MOD] (Alpha 4) Miscellaneous (V 1.4.0 / 03.06.2014)
« Reply #14 on: June 05, 2014, 06:41:26 AM »

Agent was reveiled, so i wanted to arrest him, but i killed him :(. This incident is good, however there should be an option to arrest agents (use of stunt weapon?) and interrogate  them plus you should gain some bonus (+ or -) with factions (if you releas him, kill him).
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