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My modding ability is still limited though, and I'm basically just stuck patching values, but a lot of balancing can be done with that alone still.
It'll take some time to figure out what approach I want to take with balance.
I might just use the old methods I developed and base it all on vanilla, instead of gathering obscene amounts of data to base the balance changes on.
I may also start looking into materials cost effectiveness for weapons, to better balance low tier weapons that require abnormal amounts of resources.
Either way, I should be able to get back to work in the next month or so, when I get the free time to start working on it again.
I have not given up on it, but the scope of this project is kind of massive. Thus, I'm not going to even try to work on it again until Rimworld is properly released, and we can stop worrying so much about major version updates. As it stands right now my collected data is now useless, I'd have to re-gather it and form a new median to balance with, as well as actually make the patches themselves.
This is a process that could easily take two weeks of non-stop work. While I'm up to the task, I don't want my efforts to simply be wasted again.
Even if I do start up this project for B18, Glitter tech honestly won't be on the priority list for me. I want to balance mods I'm personally interested in, and Glitter tech just didn't add anything worth dealing with for me. Especially since it's a bit outside of my personal modding ability to fix the amount of unbalanced crap inside of glitter tech, outside of the unbalanced weapons.
Documenting everything is what takes the vast majority of time. Especially for mods with lots and lots of items.
When I can start getting back into Rimworld I'll start working on these patches again as well.
Since I'm here, I've been pretty slow on getting Project Fallout completed, and I can assure you all I have a very reasonable excuse.
SGDQ happened and I'm catching up on all the good stuff I missed. Very important stuff.
This mod
http://steamcommunity.com/sharedfiles/filedetails/?id=934749176&searchtext=mechanoid+tech
That being said, Project fallout is a sure thing for next week. I just need to finalize some changes and make the patch itself.
As an off-topic ish thing, if you want to avoid carpel tunnel I highly suggest looking up proper poster guides, there are quite a few videos on it on youtube, and I know of at least a few articles on it. Also check how high you place your keyboard relative to your shoulders, if I remember correctly that plays an important part to that (same with the mouse, but I believe that is less important). I would post you some links, but I am on my phone atm so copy pasting is a bit...difficult. I will try to remember to send it this evening if you are still interested.
And don't worry, taking my time on these mods, I only work a set amount of time on them every week, specifically to avoid carpel tunnel, and to avoid burning out on making them. It's a massive undertaking, and I'm going to have to pace myself if I expect to keep going.