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Has anyone tried this in RimWorld 1.4 to see if it still works?
In my testing this is completely due to the Aerofleet Transformer Item (whatever it was) "AA_AerofleetTransformer" not actually existing apparently. Was it something that was special/unique to the mr. creamer series?
it does not exist->Ui tried to load something that is not->I am surprised the game does not crash completely.
replacing the need for the Item (in my case... with wood logs but that should not matter) in the xml patch file (in both the costList and fuelFilter) fixed it.
Wanted to bring it up in case you decide to fix it and as a precaution for anyone else running this with alpha animals.
Additions:
- added the Blueberryizer, a device commissioned for use by LSE's newest client: Mr. Cringe.
Fixes:
- fixed an issue where all the turret guns were not being drawn due to some new thing Tynan must've added to the defs at some point
Various tweaks to the flywheel turret which are as follows:
- Increased projectile speed from 9 to 30
- Decreased size from 3x3 to 2x2
- Decreased damage from 5 to 3
- Decreased ticks between shots from 8 to 5
- Increased armor penetration from 7.5% to 57.5% (we're shooting thousands of microscopic robots at a very high velocity, they'll get into some pretty small cracks)
tl;dr it shoots at a higher rate of fire and at a much faster velocity, but does less physical damage. This should make it a much more viable solution for base defense and TFing your enemies.
As for mutanite cannon, I kind of see it as useful for area denial (eg covering the entrances to your base in liquid slurry to prevent entry). You can also use robot mods like vannila mechanoids expanded or misc robots to help clean up the mess later, or heck you could just give your pawns hazsilk clothing if you don't want to bother with that.
Also looked into adding a third turret that acted like a rapid fire mutagun (with the downside being it had to be manned to be operated) when I originally developed this mod last summer. I had issues getting the animal selecting functionality working with the turret, but I've been considering giving it another look these past few weeks.
On another hand, from several raids worth of testing now, the flywheel turret is... Either they get destroyed before the projectiles even hit, or they simply kill (a few of) the attackers outright before getting gunned down regardless.
Personally I would suggest this: Shrink flywheel turrets down to a 2x2 size, and reduce damage output. Perhaps to 2 or 3 damage/bullet at least. Maybe consider upping firerate slightly as well. I STRONGLY suggest increasing projectile speed regardless - that kind of slow projectiles don't work very well in RimWorld as it is to begin with, mechanically and practically.
- Mutanite Cannon's shells produce liquid slurry on impact
- Mutanite Cannon also spits out liquid slury when destroyed
- Added one advanced component to construction needs of Mutanite Cannon
- Tweaked flywheel audio to make it somewhat more quiet
Config error in Gun_Mutanite_Cannon: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled
And the full error log is uploaded here (relevant lines are 629-633):
https://gist.github.com/HugsLibRecordKeeper/d6bd665ad8c430e862c8c4d6605a8c8c
I'm not sure if this has an effect on gameplay, but it'd be awesome if you could take a look at it when you have a moment.
- Slurry Flywheel Turret now can be hooked up to the slurry network
- Both turrets now glow like the chamber and centrifuge