[A12C] Mechanical Defence 2 (Update 23 - quick fix)

Started by mipen, November 10, 2014, 03:58:33 AM

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mipen

Quote from: dareddevil7 on February 07, 2015, 06:16:17 PM
would it be possible for you to make it so the mod can work without the RW launcher
It does work without the launcher now, however if you want to disable any parts that you don't want to use, then you'll have to do that through the launcher. I don't plan on changing that because is a lot of work adding each part separately

jabbamonkey

Love the mod, especially the droids.

I specialize in graphics... and was looking to reskin the droids. I especially want to create custom skins for each type of droid (builder, cleaner/hauler, combat, etc.). If you want to expand your mod, and are interested in these custom graphics, then let me know and I'll start work on them.

You can see some of my rimworld graphics here...

New Core graphics for the game...
https://ludeon.com/forums/index.php?topic=7109.msg70363#msg70363

New meal graphics for the game:
https://ludeon.com/forums/index.php?topic=7109.msg72578#msg72578

Tons of items in the game for the TechTreeMinima Mod (for alpha 7):
https://ludeon.com/forums/index.php?topic=7109.msg72982#msg72982
https://ludeon.com/forums/index.php?topic=3464.msg72587#msg72587

Cloths laying on the ground:
https://ludeon.com/forums/index.php?topic=7109.msg72977#msg72977

New metal, slag and stones:
https://ludeon.com/forums/index.php?topic=7299.msg74047#msg74047

New figure artwork (doesn't work with alot of other mods, and has some issues ... I need to tweek)
https://ludeon.com/forums/index.php?topic=7180.msg71279#msg71279

Korporal Kagger

In regard to the coal power plant poll - I feel that in some ways it's a little over powered but in others it's not so much.  Automating it with a miner and conveyor belts from the A2B mod creates a nice little unit that essentially creates free power.  The amount however isn't huge, especially when running a million billion hydroponics basins.  I found myself building several "units" consisting of a coal miner and generator with auto conveyor belts.  All in all I think it's a nice addition because I don't really like having any of my base exposed (I almost always live in a nice cozy cave) and having to use solar panels or geothermal generators all wired over to my base annoys me.  What I do find a little over powered about using the coal system is that the coal miners are continually finding rubies, which makes it essentially a free silver and power generator.  Maybe to balance it you could increase the resource cost of building to require some rarer materials, silver, gold, or uranium, and remove the chance to find rubies when mining coal.  You could even have it require a crafted material that you research.  Steel plates or something, that would then be crafted from steel and used in construction.

mipen

Quote from: jabbamonkey on February 10, 2015, 10:38:17 AM
Love the mod, especially the droids.

I specialize in graphics... and was looking to reskin the droids. I especially want to create custom skins for each type of droid (builder, cleaner/hauler, combat, etc.). If you want to expand your mod, and are interested in these custom graphics, then let me know and I'll start work on them.

You can see some of my rimworld graphics here...

New Core graphics for the game...
https://ludeon.com/forums/index.php?topic=7109.msg70363#msg70363

New meal graphics for the game:
https://ludeon.com/forums/index.php?topic=7109.msg72578#msg72578

Tons of items in the game for the TechTreeMinima Mod (for alpha 7):
https://ludeon.com/forums/index.php?topic=7109.msg72982#msg72982
https://ludeon.com/forums/index.php?topic=3464.msg72587#msg72587

Cloths laying on the ground:
https://ludeon.com/forums/index.php?topic=7109.msg72977#msg72977

New metal, slag and stones:
https://ludeon.com/forums/index.php?topic=7299.msg74047#msg74047

New figure artwork (doesn't work with alot of other mods, and has some issues ... I need to tweek)
https://ludeon.com/forums/index.php?topic=7180.msg71279#msg71279
Would you be interested in doing some of the buildings? Shinzy has done the droids, and he said he will do some more unique ones for each droid. However the buildings are all my (awful) work and I would really appreciate some assistance with those :)

Quote from: Korporal Kagger on February 10, 2015, 10:20:46 PM
In regard to the coal power plant poll - I feel that in some ways it's a little over powered but in others it's not so much.  Automating it with a miner and conveyor belts from the A2B mod creates a nice little unit that essentially creates free power.  The amount however isn't huge, especially when running a million billion hydroponics basins.  I found myself building several "units" consisting of a coal miner and generator with auto conveyor belts.  All in all I think it's a nice addition because I don't really like having any of my base exposed (I almost always live in a nice cozy cave) and having to use solar panels or geothermal generators all wired over to my base annoys me.  What I do find a little over powered about using the coal system is that the coal miners are continually finding rubies, which makes it essentially a free silver and power generator.  Maybe to balance it you could increase the resource cost of building to require some rarer materials, silver, gold, or uranium, and remove the chance to find rubies when mining coal.  You could even have it require a crafted material that you research.  Steel plates or something, that would then be crafted from steel and used in construction.
Thanks for the feedback! I have now disabled finding rubies for the moment, until I can get around to doing a proper event for it. Also, the coal power plant will generate heat now, which should help a bit with balancing. I'm glad you like it and that it isn't too ridiculously OP. My thinking is that it requires a little bit of management for a moderate increase of power compared to the geo gen

Rock5

The one time I used the coal burner I found it a bit annoying managing it. If my conveyor belt got full I'd be tempted to switch the ore extractor over to a valuable ore and then often forget to switch it back. Plus the Ore Extractor and belts require power. Also the coal burner, belts, hopper and ore extractor take up a lot more space then a geothermal. I'm pretty sure the geo produces more power per space taken up.

To sum up;
   - Geos are simpler to set up.
   - Geos produce more power per space taken up (although I might be wrong about this).
   - Geos don't require power to produce power.

So I think next time I'll just create more geos instead.
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

jabbamonkey

I started playing around with some of the graphics...

Droid Assemply Table: Droid Charger:

Circuitry: Sand Pile: Silicon: Ruby:

I also started playing around with one of the robots... This is just some "design play," and definitely not final art. I want to have a yellow construction robot, a blue service/hauling/cleaning droid, a red combat robot, etc.


I'll see what I can do with some of the other buildings....

mipen

Quote from: jabbamonkey on February 11, 2015, 01:43:56 AM
I started playing around with some of the graphics...

Droid Assemply Table: Droid Charger:

Circuitry: Sand Pile: Silicon: Ruby:

I also started playing around with one of the robots... This is just some "design play," and definitely not final art. I want to have a yellow construction robot, a blue service/hauling/cleaning droid, a red combat robot, etc.


I'll see what I can do with some of the other buildings....
They look great! Do you mind if I use them? I really like the droid too!

jabbamonkey

Going to start working on the buildings... but since I already started reworking the robot.... here is a quick reskin of the original robot (based on the original design).


jabbamonkey

Quote from: mipen on February 11, 2015, 01:13:36 PM
They look great! Do you mind if I use them? I really like the droid too!

Sure. Feel free to use them.
I encourage mod authors to use all my graphics (that way, I don't need to replace the graphics whenever there is an update).  :)

skullywag

Quote from: jabbamonkey on February 11, 2015, 04:12:05 PM
Going to start working on the buildings... but since I already started reworking the robot.... here is a quick reskin of the original robot (based on the original design).



*drools*
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Korporal Kagger

Another quick thing about the coal generator - I'm not sure if you've already patched this or not since I haven't updated in a bit, but I can't seem to be able to rotate it when I'm placing it.  It's not a huge problem since I can just shift around some other stuff to suit the orientation but I just thought I'd mention it.

Hayhorse



Korporal Kagger

Quote from: mipen on February 10, 2015, 10:35:24 PM
Thanks for the feedback! I have now disabled finding rubies for the moment, until I can get around to doing a proper event for it. Also, the coal power plant will generate heat now, which should help a bit with balancing. I'm glad you like it and that it isn't too ridiculously OP. My thinking is that it requires a little bit of management for a moderate increase of power compared to the geo gen

Ermmm how much heat does it make? And is there a way i could disable the heat in the def files? Lol I like having them indoors and I found out with steam geysers that's a really bad idea.