[B18] Enhanced Development (Mod Collection) 2018-07-02

Started by Jaxxa, November 24, 2017, 08:48:39 PM

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Jaxxa

I have released the first unfinished version of my new main mod available here: https://ludeon.com/forums/index.php?topic=42406.0

Features:
* Shield Generators: Static Base Defenses.
* Personal Shields: Protecting Specific Colonists and Animals from damage
* OmniGel: Allows Renewable Production of Resources
* Transporters: move people and materials vast distances
* Laser Drills: Drill deep into the surface to unlock the almost unlimited potential of Geothermal Energy.
* Power Transfer: Provide energy over vast distances.

Any feedback appreciated. although note that it is still at an early stage.

AFGHANPSYCHP

Seems the recent updates broke Ed Enhanced Options again.

AFGHANPSYCHO

#137
Huh, at least the forced turret option is suddenly working after closing and relaunching the game. Would it be possible to add an option to remove skill decay or reduce it?

Jaxxa

What version of the game are you using?

If you are on Rimworld 1.0 head over here to get the 1.0 version of the mod:
https://ludeon.com/forums/index.php?topic=42527

I have some setting for skills coming soon.

AFGHANPSYCHO

Latest 1.0 experimental. Your update seems to have fixed whatever the problem was. Also, thank you for adding the skill decay option.

Syrchalis

And more importantly: The skill learn cap option =p
For mod support visit the steam pages of my mods, Github or if necessary, write me a PM on Discord. Usually you will find the best help in #troubleshooting in the RimWorld discord.

AFGHANPSYCHO

How hard would it be to have a no population cap option?

Jaxxa

Quote from: AFGHANPSYCHO on July 23, 2018, 12:32:24 AM
How hard would it be to have a no population cap option?

You mean how the storyteller reduces the disable chance and just has raiders die?
Don't know, but might have a look into it.

In future it's probably better if people post on the 1.0 thread for the specific mod. Unless I have not put one up.

MisterVertigo

Greetings! Any chance for an update to ED-LaserDrill? I just started trying out 1.0 and I know I'm gonna miss this one! Thank you!
"In vertigo you will be..."

"Relax, people. It's a teeny indie game; don't kill it with love." - Bozobub

rawrfisher

Quote from: MisterVertigo on August 11, 2018, 08:39:21 PM
Greetings! Any chance for an update to ED-LaserDrill? I just started trying out 1.0 and I know I'm gonna miss this one! Thank you!

Try ED Excalibur.  Its got all the mods in it but he has not done an update in a bit.  Last I checked it does play fairly well with the current unstable
Professional jerk
Want something broken let me know

Jaxxa

Yes, the plan is for a number of the mods including ED-LaserDrill to be integrated into Excalibur.

Development has slowed this past week as I have been sick, but is still ongoing.

rawrfisher

Well that explains the lack of updates.  Still cant use research tree with excal tho. 
Professional jerk
Want something broken let me know

Jaxxa

Yeah, I am reworking the method I used for locking / unlocking research so hopefully it should play nicer with research tab mods and even the vanilla debug complete research (that currently throws exceptions).

rawrfisher

#148
Did you consider the method I suggested on the excal thread?

I think fluffy managed to nuke the conflict by pure chance
Professional jerk
Want something broken let me know

Jaxxa

Quote from: rawrfisher on August 14, 2018, 07:32:30 PM
Did you consider the method I suggested on the excal thread?

I think fluffy managed to nuke the conflict by pure chance

I decided to post my reply on the Excalibur thread.
https://ludeon.com/forums/index.php?topic=42406.msg426398#msg426398