[A12d] More Mechanoids (v1.07b - updated 31.12.2015)

Started by Orion, January 11, 2015, 08:25:33 AM

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Orion

To my own disappointment I still couldn't find a reasonably long stretch of free time to port it. It's a shame, I know. One of the risks of modding for a game in alpha state, I guess.

BangUDie

Life comes first of course...
This mod is worth patiently waiting for... I do miss those little crawlers going berserk from time to time though

Orion

Just thought I'd give a bit of an update:

I've made some progress converting the mod. Given how much code I've created for this mod (about 1-2 months of fulltime work ::) ) there's so much to fix.

- All the xml files are adusted.
- All the code changes are reintegrated (fixed obvious errors).
- The mechanoid attacks work again, somewhat tested.
- Converted mechanoids mostly work again, although the changes to the "needs" system have thrown major obstacles in my way (why oh why can't custom needs be limited to specific pawns?).
- Crafting them is untested, but should work.
- PAL is still completely untested.

BangUDie

That is awesome...
If you need a hand testing it , vanilla or especially with a bunch of mods I'm game

Ninefinger

Quote from: Orion on May 17, 2015, 02:48:35 PM
Just thought I'd give a bit of an update:

I've made some progress converting the mod. Given how much code I've created for this mod (about 1-2 months of fulltime work ::) ) there's so much to fix.

- All the xml files are adusted.
- All the code changes are reintegrated (fixed obvious errors).
- The mechanoid attacks work again, somewhat tested.
- Converted mechanoids mostly work again, although the changes to the "needs" system have thrown major obstacles in my way (why oh why can't custom needs be limited to specific pawns?).
- Crafting them is untested, but should work.
- PAL is still completely untested.

Could you offer the mod in the current state it is in now, i would like to be able to use it in my modpack but i would have to remove allowing them to be controlled, and remove the PAL anyways for balance purposes because i already use droids.

Orion

Quote from: BangUDie on May 17, 2015, 06:57:21 PM
That is awesome...
If you need a hand testing it , vanilla or especially with a bunch of mods I'm game
Testing is not really useful yet, since the problems occurring right now are quite obvious to me. But once I have a version ready here it'd be handy to get it tried out a lot with good error reporting. So, thanks!

Quote from: Ninefinger on May 17, 2015, 07:01:34 PM
Could you offer the mod in the current state it is in now, i would like to be able to use it in my modpack but i would have to remove allowing them to be controlled, and remove the PAL anyways for balance purposes because i already use droids.
Sure, here it is! For everyone not into modding, I wouldn't try it yet. It'll probably kill all your colonists, destroy your savefiles and uninstall Windows, so don't say I didn't warn you. EDIT: Oh, and it will probably do it all while pretending that everything goes perfectly fine.

Adamiks

Quote from: Orion on May 18, 2015, 04:31:58 AM
Quote from: BangUDie on May 17, 2015, 06:57:21 PM
That is awesome...
If you need a hand testing it , vanilla or especially with a bunch of mods I'm game
Testing is not really useful yet, since the problems occurring right now are quite obvious to me. But once I have a version ready here it'd be handy to get it tried out a lot with good error reporting. So, thanks!

Quote from: Ninefinger on May 17, 2015, 07:01:34 PM
Could you offer the mod in the current state it is in now, i would like to be able to use it in my modpack but i would have to remove allowing them to be controlled, and remove the PAL anyways for balance purposes because i already use droids.
Sure, here it is! For everyone not into modding, I wouldn't try it yet. It'll probably kill all your colonists, destroy your savefiles and uninstall Windows, so don't say I didn't warn you. EDIT: Oh, and it will probably do it all while pretending that everything goes perfectly fine.

Don't worry newbies in modding. This can only crash a game :D You're so evil, Orion ^^

Ninefinger

Quote from: Orion on May 18, 2015, 04:31:58 AM
Quote from: BangUDie on May 17, 2015, 06:57:21 PM
That is awesome...
If you need a hand testing it , vanilla or especially with a bunch of mods I'm game
Testing is not really useful yet, since the problems occurring right now are quite obvious to me. But once I have a version ready here it'd be handy to get it tried out a lot with good error reporting. So, thanks!

Quote from: Ninefinger on May 17, 2015, 07:01:34 PM
Could you offer the mod in the current state it is in now, i would like to be able to use it in my modpack but i would have to remove allowing them to be controlled, and remove the PAL anyways for balance purposes because i already use droids.
Sure, here it is! For everyone not into modding, I wouldn't try it yet. It'll probably kill all your colonists, destroy your savefiles and uninstall Windows, so don't say I didn't warn you. EDIT: Oh, and it will probably do it all while pretending that everything goes perfectly fine.

LOL Thanks! I appreciate it! :)

Pumpus

hey man glad to hear this mod is still in development. i haven't been around much as i have moved and am yet to get internet on top of being kinda done with rimworld for a little while. its like when you play your new favourite album too much, which indecently i have also done recently.

ps. the pal system took me a while to figure out and its pretty restrictive because if you spawn on a world with no plasteel then your boned to a large degree. i think the concept is cool. i think it takes way too many parts to get functioning and needs better explanation/linear progression in game to make it easier. ill always love this mod but i think the pal should be either simpler or provide much more functionality for the amount of resource/time that it requires. again i havent been around much so i could be way off target at this point. keep up the good work bro this is one of the best mods out there
Be sure to check out "The Mod Show". Reviews of Rimworld mods so you don't have to do all the testing.

The Mod Show - By Pumpus

Orion

PAL does have a huge effect on the efficiency of your mechanoids. But it is not communicated very well to the player right now, that is true.

It was created out of this pipe dream that the player has to build and maintain a huge mainframe computer. But I am considering scrapping PAL again / taking it out of the current version of the mod. It will speed up bringing the mod over to the latest alpha, and given my restricted time these days, that may be a good choice. I doubt anyone will shed tears over it.

VonArens

I dont mind cutting PAL for now in order for a quicker update timeframe, but in the long run I'd like PAL back since I quit enjoyed having the cost/benefit of building a PAL or not :)

Pumpus

I can tell you that enjoyed the mod much more before the pal. I think Just having a little homing computer with a homing bay for each crawler would be better. Just my opinion. maybe some more advanced stuff would be good after the game has been released and you have more time. maybe we could customise the mechs, colors, function, survivability etc. there could be some computer benches required for some of this stuff. just ideas. appreciate your effort man
Be sure to check out "The Mod Show". Reviews of Rimworld mods so you don't have to do all the testing.

The Mod Show - By Pumpus

Crashy

Really loving the mod! I also like those crawlers. I mean they are weak but still! So many coming for you. I really love it.
Nothing but a beginner modder. :D I hope I get to know you all well.

Scottnov

Hey! I love the idea of the mod and I'm looking forward to using it when it's updated! (Specifically, to revive a certain mechanoid "hero" in my colony and use him to my advantage...) How's progress been going updating it? Thanks.

killer117

Hey would it be possible to have a sort of modern mech in the mod. Cause we've got all these advanced mechs made of plasteel and with lasers and cutters and stuff, but they couldve been stranded on the edge of the galaxy for who knows how long. They couldve lost the ability to make the cool advance mechs we've seen. They mightve needed to scavage to survive. You could make a sort of mech made of steel, looking totally functional and like a terminator sort of look, bare metal, exbosed, busted, the bare minimum. And they could have balistic weapons, rifles, machine guns, snipers. They could even be so bad off they have beaten tribes up, taken thier weapons, and use those. They may even be so old, desperate and defunct that they may be hostile to other mechs. They could be mech scavengers or acient mechs or malfunctioning mechs
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.