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@Legendary_Boi Were you also using the 1.5 version?
i did roll back 1.5
I'll see if I can somehow re-create this bug but I've never encountered this
For anyone who wants to customize the mod further, editing the files yourself is also quite straightforward.
At the beginning I had thought about doing the patch myself because I wanted to customise the titanium a bit since it had the same value as plasteel with the Mod active but somehow I didn't quite understand it
But that's more because I play a lot more modded and don't know much about writing mods, so it's a bit more difficult for me
I will look into adding Titanium when I update the code for Expanded Insectoids 2 :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2558099206
Because I saw that you support Vanilla Expanded Insectoids
Insectoids got a new mod in 1.5 called Vanilla Expanded Insectoids 2
I'll try moving it lower on my mod list then and see try a couple of things while I'm at it
Could be another mod that might be overwriting the changes you are making in my mod?
Can you try to re-adjust the values for Bioferrite again and change the order of where my mod is?
It might seem counterintuitive, since mods have priority the higher they are on the list HOWEVER when it comes to overwrites, then the last mod to load will overwrite other changes above them.
So might work to move my mod lower on the list rather than keeping it high on that list. Otherwise just experiment by moving it lower or higher
However my mod doesn't adjust the max health of the specific walls from that mod, "Steel breached wall" for an example. It is set at 200 by that mod
Yeah it depends on the mod but most mods can adapt the philosophy of allowing as many configurations as possible, not everything can be configured/adjusted but still, giving the user more options is almost always better
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3024527775
Especially because you can never truly account for all scenarios when making a mod that will be used by strangers. Instead of saying Steel is X because that's the most realistic, you can say Steel is somewhere between X and Y, go wild. And if people think Y isn't enough, they can make the mod local and assign Y as whatever top-end they want.
I've always thought that's what makes good design. Setting a theme, and then letting the user / player define the details within it. Of course that's easier said than done and doesn't work for all mods. It's a design philosophy that's better suited for simpler, more open ended mods, but it's still my favorite.
I won't take any more of your time now. But if an idea crosses my mind, I might pitch it here in the comments for you to consider. Cheers, mate.
But I agree, for maintaining healthy gameplay in vanilla, then those values sort of make sense. But Rimworld is known for it's vast mod community and everyone is running a unique combination of mods, many that increase firepower. But the vanilla walls and their default values always seemed very very useless when you are running 100+ or 200+ mods in your playthrough :S
Speaking tangentially, total work required to create [Stone & Metal] walls is very, very generous. I've never laid concrete - and I don't want to. I've seen those boys out there many times and I want nothing to do with building it up or breaking it down lol.
I personally didn't run into as much problem with stone walls as I did with metal walls, like steel being only 300 hp, making it pointless as a defensive material
I also peaked at the XMLs to see what exactly you added and it's also what I was expecting. I'm glad you took the time to add the Vanilla stone types - it just makes more sense to have everything consolidated in one package.
For whatever reason the [Stone & Metal] walls being made of proverbial glass on the Rim just irks me the wrong way. I don't even use CE either, which from what I've read amplifies the issue.
Again, thank you very much.
Their health and flammability are now adjustable in the mod settings menu, Their default values are unchanged at this point, but now people can buff or nerf the values of stone walls to their liking.
Thank you for the suggestion, I agree that stone isn't that far off to warrant a separate mod. The mod initially started off as metal only but Jade and walls from Vanilla Expanded Insectoid & Vanilla Expanded Classical got added later. So I've also removed "metal" from the mod name
Let me know if you have any other questions or requests :)
I've been reading through the comments to gauge the feasibility of doing it myself, but you already have a mod page that covers this topic for metal, and stone isn't such an off shoot that it warrants a separate mod. And to be completely honest, I would intend to use your mod as a skeleton which feels like intellectual theft - so ask first, and all that.
To be very straight forward and leave no room for confusion: I'm asking if you will consider supporting vanilla stone types. If not, do you give me permission to use your mod as a basis for developing a version that does support stone types?
Regarding all outcomes, thank you for taking the time to create this fantastic mod. And additional thanks for reading through all this.
Felt like I had to be crazy searching for a mod like this. I couldn't be the only one that felt like walls are practically made of glass in this game, and that metal walls are flammable - yeah right. This is a wonderful idea that you've realized. Thank you for taking the time and effort away from your day to day life to bring us this must-have mod.
On the off-chance you're reading comments over a year later, would you consider expanding this concept to the vanilla stone types like Marble, Granite, etc?
The mod now requires " XML Extensions mod " to function. Sorry for any inconveniences.
You might need to unsubscribe and resubscribe for the update to apply
Enjoy!
Easiest is to go in-game with developer setting on, go into god mode or whatever. And click the inspect icon on the top of your screen. Hover over any item/structure in the map and you'll get more info about it. Such as the "stuff" name "VFEI_Chitin". That way you can find names of stuff you might want to edit
Or at the very least specify the folder that VFEI is in?
You should be able to do the same for other materials, you would just need to find the name (like "VFEI_Chitin") and do the step above or change it in their mod
Just add:
<!-- Stronger Chitin Walls -->
<li Class="PatchOperationConditional">
<xpath>Defs/ThingDef[defName="VFEI_Chitin"]/stuffProps/statFactors/MaxHitPoints</xpath>
<match Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="VFEI_Chitin"]/stuffProps/statFactors/MaxHitPoints</xpath>
<value>
<MaxHitPoints>2</MaxHitPoints>
</value>
</match>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="VFEI_Chitin"]/stuffProps/statFactors</xpath>
<value>
<MaxHitPoints>2</MaxHitPoints>
</value>
</nomatch>
</li>
before
</operations>
</Operation>
in the file and save
Haven't looked at the mod too deeply but if the new Insectoid's health is calculated by that resource, then you might accidentally buff them. I doubt that's the case but you never know ¯\_(ツ)_/¯
You can usually do similar things with other VFE mods and maybe even Rimsenal. I can probably take a better look at it in December, but I hope this might at-least help you get going for now :)
Go to "Steam\steamapps\workshop\content\294100\2589723053\Patches" for my mod and open up "Patch_StrongerMetalWalls.xml" in an editor like notepad. Look for <MaxHitPoints> and change those values to your liking. 1 = 300 hp, 1.5 = 450 hp and so on. You can see what material they belong to from the comment above those values in the xml file.
I had a quick look at VFE Insectoid after work and figured you should be able to change Chitin values by going to that mod's folder.
Go to "Steam\steamapps\workshop\content\294100\2149755445\1.4\Defs\ThingDefs_Items" folder. In that folder open up "Items_Resource_Leathers.xml". In line 42, you can see <MaxHitPoints>2</MaxHitPoints>. You can change it there in that mod or try to patch it with my mod. Simplest is just to change that value in Items_Resource_Leathers.xml
Modding for this game is rough, I have no clue how somebody like Mlie is updating hundreds (if not thousands) of mods.
I don't know where to start, the only guides I've found online (that aren't many hours long) are simple XML patch guides.
What I don't get is how to patch this mod, as opposed to patching vanilla defs.
Do I point to where this mod is located in my steam workshop folder?
If I do end up updating it, I'll let you know and maybe you can include it in your mod, since Rimsenal and VFE are some of the most used mods of all time.
Good luck with work lol! Need that money to afford biotech (which is fucking amazing if you haven't tried it yet, watch some youtube videos on it lol, AmbiguousAmphibian and Hazzor have really good RimWorld videos that arent full playthroughs and are funny).
Patching it yourself shouldn't really be hard at all. Just look at what my mod does, find the values in those mods and do something similar in the xml.
You can either copy my mod locally and change the values or just change mine directly. Only thing is that if I were to update my mod, it could potentially overwrite your changes on my mod if you change mine directly, so just make a copy/backup of the file and you should be 100% fine. Not 100% on how that works though.
I would offer to do this myself if I had free time but I'm in the middle of crunch at work until December. Hope this has been helpful in some manner, cheers!
Would be cool if it also messed with materials added in Mods, tho again, doesn't make this mod any less useful without those features. ( How hard would it be to add Chitin from VFE Insectoids, and Foerum from Rimsenal Federation, if I were to patch it myself?).
You can go to Steam\steamapps\workshop\content\294100\2589723053\Patches to change the values for yourself, if you want to rebalance this mod around other mods. Fyi, i, that file, 1 = 300 hp. so 1.5 is 450hp and so on.