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So, go ahead if you'd like that! :) Shoot me a link when it's done, I'd love to see what you made!
I read the included license, but would still prefer to have your input.
Thanks for your time.
Tynan often has those sorts of changes with the XML side with every alpha update. He explained somewhere that that's just how his development of alphas work and I don't see it as inherently negative or anything. It just means modding for the game is a lot more work than if it goes to beta or gold release, where changes in code/XML/structure of the game are much much smaller.
Also, the changes below should also work for your MBS Flares . I imagine that it's the same type of situation.
Tynan really changed a lot of code and a lot of XML tags with A16.
To fix these errors, here's what I did:
In Weapons_Artillery.xml , changed <warmupTicks>50</warmupTicks> to:
<warmupTime>5.8</warmupTime>
(5.8 is what vanilla mortars use. Tynan changed warmupTicks to warmupTime, which don't use the same values.)
In Buildings_Security.xml , changed the <turretBurstWarmupTicks> tags to:
<turretBurstwarmupTime>5.0</turretBurstwarmupTime>
(5.0 is what vanilla uses for the mortar base abstract. The turretBurstwarmupTime values do not correspond to turretBurstWarmupTicks, which was retired.)
Also, I changed the <turretBurstCooldownTicks> tags to <turretBurstCooldownTime> tags. Several vanilla mortars use this:
<turretBurstCooldownTime>35.0</turretBurstCooldownTime>
But, I decided to use a value of 25.0, instead, because this equates to 35 seconds. That seemed too slow for putting out multiple fires. I reasoned that it should be faster to aim because it's not like they're trying to target people - just a general area.
I haven't changed any code.
Please let me know if it works.
I might actually be more motivated to look into it again now.
I had started a small modding community on Slack, since plenty of people wanted to start out with modding and all of those staffers/older modders can say is "google it", "it's in the forums", "figure it out yourself".
That and we had some interesting ideas for some bigger mods. (Including something that would put CCL to shame.)
One of the 'super moderators' even went on an emotional ragefit without checking the facts and although it was easily proven he was in the wrong, he doesn't even get a slap on the wrists. Just, nothing.
That's not healthy for a community. I'm not the only one that they attempted to bully into submission, is why I decided to stop going to the forum. If it was just me I could still think that perhaps there's something I'm missing or not seeing.
I've also noticed that some players and modders use the RimWorld Workshop discussion area to discuss mods.
Sorry to hear that. On occasion, I've run into an online personality who is overly touchy or who has an attitude problem. And, yeah, it can be depressing. But, I think we owe it to ourselves to try hard to not let their words get to us. I feel like if let them discourage me from doing something I enjoy, then I'm letting them win.
I know, I know ... That's often easier said than done. But I find it helps to not respond, delete the message, click the [Ignore] button, and find some way to distract myself until I forget about it.
That said, the forum is still kind of the centerpoint for modding in RW and with a bunch of incapable idiots like them running the staff section, I can't bring myself to use the forum and recieve all of that nonsense.
It has made me not want to work on any RW mods since.
On a side-note, the work is licensed in such a way anyone could fork it or pick it up and continue, as long as they credit me for the work I did.
.....ouy of coriosity, any word on a16?
No longer requires CCL. I decided to take that out, looking at the long waittime for CCL updates.
Shellmaking no longer requires firefoam, just machining to get the workbench.
- Reverted stuff cost to allow players different options in resources (250 stuff, 100 steel, 5 components)
- Removed fixed UI icon to easily show which material is selected (this is why it only shows the base)
- Various small tweaks and fixes
- Removed stuff cost to mortar, now costs 350 steel instead of 100 stuff + 250 steel (plus 5 components)
- Added custom texture for the mortar base
- Fixed minor glitch on the shell texture
Apparently the stuff cost was what was causing issues with the texture for the base. In hindsight very logical, for being able to build it out of different stuff also changes the colour. I had mistaken the steel variation for a default colour. (The vanilla base texture is a tad lighter than it is for even vanilla mortars in-game!)
https://www.google.com/patents/CN202078684U?cl=en
In regards to a fire extinguisher, I know there are several other mods out there that offer such a solution, but the only recent and updated one I know of had firefoam grenades. Maybe that's vanilla, maybe Glitter Tech, I'm not sure.
The challenge I see there is how would you make pawns go grab the fire extinguisher when they want to go beat out a fire? If it's just a regular weapon it's not that useful, is it?
So, missing it slightly and having to fire another shell at just a small leftover fire sounds rather costly. That said, the explosion does no damage, so the mortar could also be used as the primary fire surpression with pawns doing the leftovers, instead of the only method of fire suppression.
What would you actually prefer?
will i need 20 shells to reliably hit a fire?