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Author Topic: [MOD] (Alpha 4F) Mechanoid Turrets v0.93  (Read 13005 times)

JorDash

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Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
« Reply #15 on: June 03, 2014, 06:36:48 PM »

Suggestion :)
A Mechanized randomly drop of between 0-3 parts.
Code: [Select]
0 parts: 30%
1 parts: 40%
2 parts: 20%
3 parts: 10%
+1 for this
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Songodin

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Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
« Reply #16 on: June 03, 2014, 06:49:56 PM »

I am just letting you know that the game freezes in 4d if your turret explodes and there are too many near. Game lags out and crashes. I had 2 chain guns next to some improv turrets and the game died.
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Austupaio

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Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
« Reply #17 on: June 03, 2014, 07:15:27 PM »

The parts dropping directly sounds silly and over-powered. Go with the most popular poll option.
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Gerblemcriberle0

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Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
« Reply #18 on: June 04, 2014, 12:54:47 PM »

If this can be determined by crafting skill, that's awesome.
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ItchyFlea

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Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
« Reply #19 on: June 04, 2014, 08:17:38 PM »

Experimental Release Download: Mechanoid Turrets v0.92 - Experimental

Changes/Additions:
Ability to train crafting skill at machining table - 3 different levels (Requires 1 metal, produces 1 metal - Effectively this costs nothing)
3 levels of disassembling mechanoids. - Basic (1), Advanced (2), Intricate (3).
Each level produces a certain number of weapon parts.

Known Issues:
Extremely high crafting skill produces more weapon parts than normal. I do not know of any way to fix this.

[attachment deleted by admin: too old]
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Haplo

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Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
« Reply #20 on: June 05, 2014, 11:03:11 AM »

To prevent more than one part to be made, you need to make a SkillNeedDef:
In your xml you have this, that needs to be changed to your own skill:
original:
Code: [Select]
<efficiencySkillNeed>ButcheryMechanoidEfficiency</efficiencySkillNeed>
new:
Code: [Select]
<efficiencySkillNeed>ButcheryMechanoidPartExtractionEfficiency</efficiencySkillNeed>

Then you need a new SkillNeedDefs/SkillNeeds.xml
In there you do the following:
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<SkillNeeds>

<SkillNeedDef Class="SkillNeedDef_BaseBonus">
<defName>ButcheryMechanoidPartExtractionEfficiency</defName>
<skill>Crafting</skill>
<baseFactor>1.0</baseFactor>
<bonusFactor>0.0</bonusFactor>
<description>Produces {0}% the normal amount of parts when extracting.</description>
</SkillNeedDef>

</SkillNeeds>

You can do something similiar for the time it needs.
I've done the same for my weaponsmith workbench. Didn't want to have lvl 20 crafter to get 2 or more weapons out of it ;)
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ItchyFlea

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Re: [MOD] (Alpha 4C) Mechanoid Turrets v0.91b (Poll running)
« Reply #21 on: June 06, 2014, 03:53:26 AM »

The voting results speak for themselves. The experimental release will be updated with the info Haplo (Thank you Haplo) provided to fix the issue I encountered with crafting, and will be made available shortly. is available for download now. The OP describes the changes made to mechanoid disassembly.

I have a new poll up. This time it's regarding the HP of the Mechanoid turrets.

For future reference, the poll results are in the code box below.
Code: [Select]
1 part
    - 8 (7%)
2 parts
    - 18 (15.8%)
3 parts
    - 14 (12.3%)
4 parts
    - 8 (7%)
5 parts
    - 4 (3.5%)
6 parts
    - 9 (7.9%)
More than 6 parts. (Post your number)
    - 1 (0.9%)
Should be determined by crafting skill. Max 3 parts.
    - 52 (45.6%)
« Last Edit: June 06, 2014, 04:22:08 AM by ItchyFlea »
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madpluck

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So along with having at least somewhat more health, I think they should also cost a lot more, since they're so powerful (sorry if they already cost more, haven't played with the updated version yet). Unless the requirement of weapon parts is a fair representation of their increased cost?
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Tuvka

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Excuse me, that I ask a question here. But when and under what conditions appear Mechanoids? Play, play, and they do not appear ...
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ItchyFlea

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Excuse me, that I ask a question here. But when and under what conditions appear Mechanoids? Play, play, and they do not appear ...
They are a difficult enemy, so they won't appear until late in the game.
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ItchyFlea

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Instead of making a new poll, I'm going to go with what I consider the in between and make the mech turrets have 600HP. To justify this high HP, their construction is going to require 'Mech metal', a resource that can only be acquired by disassembling a mech for it's weapon parts.

A new poll will be up tomorrow once I've done some work on adding 'mech metal' to the mod.

Poll Results for future reference:
Code: [Select]
How many Hit Points (HP) do you think the mech turrets should have?

Between 50-100
    - 1 (1.4%)
Between 100-150
    - 1 (1.4%)
Between 150-200
    - 1 (1.4%)
Between 200-250
    - 4 (5.5%)
Between 250-300
    - 7 (9.6%)
Between 300-350
    - 7 (9.6%)
Between 350-400
    - 5 (6.8%)
Between 400-450
    - 4 (5.5%)
Between 450-500
    - 20 (27.4%)
Over 500. (Will require a new poll.)
    - 23 (31.5%)
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ItchyFlea

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Re: [MOD] (Alpha 4F) Mechanoid Turrets v0.93
« Reply #26 on: June 10, 2014, 01:42:29 AM »

Version 0.93 is now available.

New in this update:
  • Mech Turrets HP increased to 600.
  • Mech Metal added as a new resource. It is acquired from dead mechanoids when they are disassembled for their weapon parts. It's a variable amount based on crafting skill. Basic: 5 pieces. Advanced: 10 pieces. Intricate: 15 pieces.
  • Mech Turrets now require 15 pieces of Mech Metal as part of their construction cost.

Despite what I said yesterday, there will not be a poll regarding the Mech Metal.
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