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Author Topic: [1.3] Miscellaneous w MAI+Robots  (Read 1346847 times)

Haplo

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #255 on: October 08, 2014, 05:08:01 PM »

And another update:
I always wanted to make my own BrainPal(TM) and now here it is:
Your personal voice-in-your-head, your brain connected computer.
It gives you live feedback and boosts your awareness and sight.

Note:
This should be compatible with other mods, as it normally doesn't change vanilla xmls.
The recipe for it is only available, if you start a new colony.
If you want to have this active for your present colony, you can activate and build the special medical bed, or you must change a line in your savegame.
Whichever works best.

Savegame Info: (Only if you want to continue an old colony, but use Keybinding and BrainPal)
-Make Backup
-Open your savegamefile with a text editor (Notepad++ or such)
-Search for '<components'
  You will find something like this:
 
Code: [Select]
  </history>
<components />
 

-Change it so it looks like this:
Code: [Select]
</history>
<components>
<li Class="ColonistGroups.MapComponent_ColonistSelections" />
<li Class="Miscellaneous.MapComponent_AddRecipesToPawn" />
</components>
« Last Edit: October 08, 2014, 05:54:48 PM by Haplo »
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bullet

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #256 on: October 09, 2014, 05:06:18 AM »

Just amazing! I hope the problem with save\load will be fixed in near future  :)
Also, what about autoRebuild & autoHunt? Maybe you can develop and this? It will be very cool  :P
https://ludeon.com/forums/index.php?topic=3390.0
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Inzann

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #257 on: October 09, 2014, 11:15:13 AM »

Hello! I have a question about the tactical computer. I want to know if there is any way I can get just that and nothing else, I really need a way to force my colonists to eat/sleep. Are there any other mods that offer this maybe?
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Haplo

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #258 on: October 09, 2014, 02:09:34 PM »

I don't know. I think clutter has something similar but I'm not really sure.
For it alone, you can remove every other ThingDef from the mod.
It needs the Miscellaneous.dll, the ThingDef and the textures, I think. Don't know if I have forgotten something as I'm not at my computer right now.. It is not easy to remove the correct stuff, but doable.

Edit:
Ok, I've looked into it and you can remove everything, but the following:
-../Assemblies/Miscellaneous.dll
-../Defs/JobDefs/Miscellaneous_JobDefs_GetNewDoorKey.xml
-../Defs/ResearchProjectDefs/Miscellaneous_ResearchProjects_TacticalComputer.xml
-../Defs/ThingDefs/Miscellaneous_Buildings_TacticalComputer.xml
-../Languages/English/Keyed/Miscellaneous.xml
-../Textures/Things/Building/TacticalComputer/*.*
-../Textures/UI/Commands/*.*

That should be everything you absolutely must have.. I think..
Still sure you want to do that?
« Last Edit: October 09, 2014, 02:39:19 PM by Haplo »
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123nick

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #259 on: October 09, 2014, 04:16:06 PM »

can you make uranium no longer required for anything now? i have no idea how to get uranium in alpha 7, and i think it may be bugged.
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Haplo

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #260 on: October 09, 2014, 06:33:09 PM »

Uranium should be easier to get in alpha 7, as it's a normal trade resource.
I've just tested it and some industrial traders have it. You can buy it :)
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Rikiki

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #261 on: October 10, 2014, 03:07:58 AM »

Or extract it with Mining & Co. Deepdriller (but it is quite expensive in terms of research and cost for balance purpose).

Haplo

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #262 on: October 10, 2014, 10:05:45 AM »

I'm thinking of adding plastered as a needed resource for Mai.
What do you think? Is the build up of Mai too cheap, or to expensive?
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shadowstreaker

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #263 on: October 10, 2014, 10:09:01 AM »

That'd be a good idea, it'd seriously make it difficult to make a large colony of just MAI then
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mrofa

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #264 on: October 10, 2014, 12:15:01 PM »

plasteel yes we can finally take over the world

« Last Edit: October 10, 2014, 12:24:31 PM by mrofa »
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All i do is clutter all around.

skullywag

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #265 on: October 10, 2014, 12:17:04 PM »

Can you make her switch texture when going on the attack...that would be cool.
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Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Shinzy

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #266 on: October 10, 2014, 02:36:24 PM »

plasteel yes we can finally take over the world


Exteeerminaate! EXxxteeeerminaate!
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skullywag

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #267 on: October 10, 2014, 03:17:37 PM »

Haplo, just asking but I have a version of your turret mod that I've seperated out from the rest of the misc mod. I've made some tweaks as well:

Removed standard automated turret
Made manned turret use stuff - made a texture or it also
Made stuff based automated turret need an ai core to build

I've been using it for a while personally. It adds a bit of extra challenge and pushes automated turrets into mid/late game somewhat. I also remove the vanilla turret in my local game to compliment that.

So can I release it here? don't know if therell be interest....
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Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Haplo

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #268 on: October 10, 2014, 04:02:42 PM »

As long as you credit me/this as the origin, feel free to release your version of it.
Let's see what you've made out of it ;D
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skullywag

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Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
« Reply #269 on: October 10, 2014, 04:08:03 PM »

Oh as stated I've done nothing bar the above. I only edited the about.xml to remove the non turret stuff. Its still your mod. You could even remove the aicore ingredient need and it would be almost the same just seperated out. I feel it should live here tbh. Ill post it shortly on this thread and continue to update it if you'd rather not have something else to maintain.
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Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?
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