Cyberboy2000

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Everything posted by Cyberboy2000

  1. If there's one company that can make this sort of gameplay work without reliance on rng it's klei. Just look at Invisible, Inc.
  2. I would be interested in a server like this. What's the time of day and timezone?
  3. The idea is to not have to use rollback, only kick.
  4. APES DON'T HAVE TAILS GET YOUR FACTS RIGHT YOU MONKEY
  5. An agent can now override certain values of an item they can carry. For example they can be configured to automatically install a certain augment. Fixed a potential memory leak cause by cross banter.
  6. Sim Constructor is an utility mod, allowing mod makers a wide range of functions while maintaining compability. If a mod uses Sim Constructor everyone who uses that mod needs to have Sim Constructor installed as well. Steam Workshop Version workshop-580661011.zip
  7. The raw generation options are now passed to all load and unload functions. Useful for figuring out if a certain mod is enabled or not.
  8. Generation Options+ is a mod that adds new options to the generation options screen. Steam Workshop Version This mod requires Sim Constructor to be used, which can be found here workshop-588953061.zip
  9. If you own the game on steam, follow this link and click subscribe. Then go into the game, go into the options menu and click Refresh Mods under the Gameplay tab. Then restart the game. If you own a different version than steam you'll have to navigate to the game's directory. If there isn't one already, create a folder named mods. Inside the mods folder unzip the zip file that you can download from my original post. You don't need to do anything in the game to be able to use the mod when installing it this way.
  10. Duplicants are practically robots already (the word originally meant laborer), I see no need for automating their tasks. That being said, some more basic machinery could be interesting, say if the harvester was stationary and could only harvest crops in a small radius.
  11. Oh okay so wanting to have an easy mode is a big no-no but a hard mode is perfectly fine. It's perfect logic trust me.
  12. What do you mean? What part of it isn't backwards compatible?
  13. The way I see it, Golem is the ideal starting program for Seed, because you can consistently break 2 firewalls per turn with it. Yes, Lockpick 2.0 does the same thing, but Lockpick 2.0 is more expensive and cannot be chosen as a starting program. And if you can find another program that costs a relatively high amount of power, like Wisp, Hammer or Oracle, you can use seed on them instead and you'll be able to take advantage of Golem's decreasing cost. Mercenary on the other hand is great for any starting generator other than seed. You can break 8 firewalls per alarm level before it becomes worse value than Lockpick, something you are rarely able to do with another breaker, other than maybe Parasite or Golem, even taking into account that you'll sometimes have to hack a device with only 1 firewall. True, both of them fall of in use late game, but I don't think it's a big deal. It's a roguelike, so it's understandable that there are things meant to be used early on and then replaced.
  14. To be specific, this is the website you have to go to: https://oxygenalphagift.klei.com/
  15. Could you clarify? Is it enough to own Best Of Klei or are there other games as well?
  16. Steam workshop link Advanced Guard Protocol is the mod to look for if you want to add anything guard related! It adds: The mod also offers a new experience in the form of "HARD MODE", a mode where guards are faster, smarter and deadlier in every way. In order to use hard mode you need to install Sim Constructor Updates: workshop-569390373.zip
  17. No, archive International does use TRG_ALARM_STATE_CHANGE, and TRG_ALARM_STATE_CHANGE does continue to trigger after alarm level 6. You should not use TRG_START_TURN to test for alarm change because that doesn't detect alarm change if alarm level increases by more than one during a turn, say because of a daemon or a heartmonitor. I believe your mistake comes from this line: local stage = self:getTrackerStage() if stage > self._trackerStage then self._trackerStage = stage but getTrackerStage can increase beyond alarm level 6 function simengine:getTrackerStage( tracker ) if not tracker then tracker = self:getTracker() end -- Note that self._tracker increases without cap; this is so alarm stages past TRACKER_MAXCOUNT continue to execute. -- The UI caps the tracker for display purposes only. There is therefore no limit on the stage this function returns. return math.floor( tracker / simdefs.TRACKER_INCREMENT ) end Those comments were made by the devs, not me by the way.
  18. That Faust idea sounds wonderful.
  19. Also, Charge Generators and Extended Charge Packs don't work correctly when reloading Widow's Kiss in Sniper mode (that same code used for the other types of reloads should work), and when thrown Translocators are labelled as Venom Mines, can be teleported to even if the exit is blocked, and cause guards to be alerted on sight. Not sure if that last one is intentional or not, it is has the laptop trait which as far as I know does nothing other than causing guards to be drawn to it. Maybe it should have the hidesInCover trait? This is code from Derek's Transport Beacon rewritten to fit the context: local cell = sim:getCell(targetUnit:getLocation()) if cell.impass > 0 or sim:getQuery().checkDynamicImpass(sim, cell) then return false, STRINGS.UI.REASON.BLOCKED end
  20. Small tweak update. Unfortunately I haven't been able to reproduce that glitch, wodzu, so if it happens again I'd gladly take a look at your savefile.
  21. Oh man, I haven't written any updates in a while because I thought it was boring, but that final mission? Here's my team going in: Here's right before I hack the Security Hub: And here's what it looked like by the time I got to the exit: I thought I was well prepared, but right as I have completed the Monst3r hack, I get a freaking Sleep daemon! Stealth goes out the window, magazines are emptied, darts fly and disrupters smoke. Watchdog leaves only one stressful turn for everyone to get out while guards are down. I'm very grateful I had two Combat Stims, and that I managed to take some heartmonitors out early on with an emp pack! And the best part is, it was entirely my fault! Because if I had remembered to use Reflect, I wouldn't have gotten that Sleep daemon (new least favourite daemon of all time) This mission serves as a reminder as to why I love this game so much, and why I started modding it.
  22. 100 pages, noot!
  23. Ah, you are modifying the original icebreak is that it? Well looking at the code you uploaded it's clear what the problem is. function Mod_icebreak:acquireTargets( self, targets, game, sim, unit ) Colon tells lua to insert self as the first parameter. All you have to do is either remove self as a parameter or replace the colon with a dot.
  24. Yes, that's what I meant. Take a look at how jackin does it. acquireTargets = function( self, targets, game, sim, abilityOwner, unit ) When you're jackin in manually, abilityOwner and unit are the same thing, because agents have the jackin ability. If an agent picks up an Accelerator chip, which also has the jackin ability, abilityOwner and unit are no longer the same, because unit is still referring to the agent but abilityOwner is referring to the Accelerator Chip. You are using code that expects abilityOwner to be an item when it actually is an agent. Hope that clears things up.