[1.5][MODLIST] Glitter Tech Classic

Started by Sam_, August 16, 2014, 05:41:59 AM

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Do you think this mod should be broken into smaller mods?

Yes
No
Yes, but have an option for all features in a mod pack.

Boboid

What happens if the crafter has a low mechanoid dismantle efficiency?
Would being below 50% yield a % of a steel rather than rounding to a whole?


I had this issue as well but I can't say I bothered testing it, just turned off replicators since they were borked.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

Bodog999

Very nice Sam_ haven't played rimworld in a bit but from what I can see now is that I already love the mod and it looks amazing!

Undecided

Quote from: Boboid on March 06, 2015, 03:29:11 AMI had this issue as well but I can't say I bothered testing it, just turned off replicators since they were borked.

Since replicator attacks aren't working anyways, I think I should do the same. Which xml file did you edit to disable them?

Fox

same pause bug with friendly tank (when they come to visit), pause every 5-10s

123nick

Quote from: lude on February 26, 2015, 08:51:48 PM
Heyho here is a compability patch to make it work with Cyberstorm, Zombiecalypse, Slavers as well as Expanded Prosthetics and Organ Engineering.

for sake of telling stuff from each other i renamed all Cybernetic/Bionic implants to have a GT in the middle



My advice would be creating a new bodyparts.xml like GT_BodyParts that would greatly increase compability, as well as for the hediff_addedpars etc, just your mod initials makes it random enough for none else to accidentally pick the same (which could happen with advancedresearch)

also i dunno exactly how it works, but in your bodyparts there aren't any eyes etc defined, but i don't have much knowledge about modding anyway

also a really great mod I usually, just with a little tweaked down equipment since I use so many other mods and sometimes had people rushing around with 300-600 movement speed.

also it seems that prosthethics creator already created a glitter/cyber/prosthetics patch to be found on either the cyber or  prosthetic topic, it's included here since the work was already done when i tracked it down among the xmls

i guess both rars work fine in any scenario and the one that merges more is more useful
although im pretty sure this helps the mods be a little bit more compatible with eachother, im still not sure its entirely fixed. for example, im using EDB prepare carefully with infinite points turned on, and im starting a colony with 10 super OP colonist each with alot of bionics/prosthetics, yet when i end up recruiting a prisoner, i cant give them a basic exoskeleton from one of the mods (not sure which one) i have glitterworld medicine, which i think is from glittertech, and a medical bed, but it just will not happen. also, the tanks dont move and they dont spawn with guns. maybe its load order?

Demonlord091

#395
It would seem those squishy little Replicators spawn without their legs (I think).  I was rather surprised to see a large swarm of potentially lethal critters just sitting there with missing limbs unable to move about.

I do like the mod so far, hopefully this minor issue can be fixed.

Keep up the good work.

____________

Edit: This is hilarious! Your Replicators have their very own faction registered under the communications console. It gives you the standard message about them cussing you out and everything. XD

[attachment deleted due to age]

Ryusho

Ijust wanted to let you know, I also have had the "Stack of 0 steel" appear, and had to put some steel -on- it from another pile, then remove it, to make it remove the glitched non-existant stack of steel.

harpo99999

in my current game I have TWO large swarms of the replicators just sitting where they dropped in, but when ever ANY pawn goes near them (within one tile) the pawn gets injured/incapd

Hayhorse

Just for everyone know. The Glitter World Medicine is a vanilla medicine. It has a medical efficiency of 150%

Ryusho

Also, How do you disable the currently Broken Replicator faction? as I really do want to try thos mod out, but the bbroken replicators and bugs they cause is what makes me have it disabled.

Boboid

Sorry I meant to pop my head back in here to tell you how to remove the replicators, just slipped my mind.

Go into the GlitterTech folder, -> Defs -> FactionDefs. Delete the replicator def.

I haven't personally had any problems since removing them
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

Sam_



rexx1888

do we know why siege pawns try to build advanced mortars, and is there a way for me to disable it so they stop??

Sam_



Ryusho

I re-installed this and..I died horribly from the pirates or Glitter -tech control or something..the really advanced group, 5 of them vs my 5 under equipped, I am now watching all my incapacitated colonists burn to death from trying to attack their mortar emplacement from their laser fire >.< Ouchies