6637f7047a627

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

Look at you, hacker: a pathetic creature of meat and ____!  (Fill in the missing word):

Shortcuts: Alt+s to submit/post; Alt+p to preview


Topic Summary

Posted by: voodoo47
« on: 21. October 2023, 18:34:22 »

1.09 is up - SCP beta5 compatibility fix. time to get this party started.

//quick reupload, handles a possible edge case scenario that could theoretically happen with SCPb4. I think there has been just one download, that person is encouraged to redownload.
Posted by: JDoran
« on: 01. August 2021, 15:49:42 »

Great, thanks.
Posted by: voodoo47
« on: 01. August 2021, 14:30:50 »

so I had the brilliant idea of making those two turrets on ops which are already destroyed when the player arrives repairable as well, while keeping their unique and permanent smoke jets intact - sounded like a 5 minute fix.

yeah right. anyway, done and Repairman 1.08 is up, the two already destroyed ops turrets now sport a turret top, allowing a proper repair.
Posted by: Deu sex
« on: 23. January 2021, 01:50:56 »

fair enough :)
Posted by: voodoo47
« on: 21. January 2021, 19:42:21 »

yes, but not implemented on purpose, this mod is supposed to give repair more value, not maintenance.
Posted by: Deu sex
« on: 21. January 2021, 19:03:04 »

As a continuation of the droid immortality mod, do you think it could be possible to be able to maintain robots you repaired, assuming you have the adequate maintenance skill of course (idk, like 3/4 for lower tier robots and 5 for higher tier ones ?)
Posted by: JML
« on: 15. March 2020, 13:11:46 »

Ok. You might want to update the first post saying "5 hp per one skill level".
Posted by: voodoo47
« on: 15. March 2020, 12:50:55 »

5hp, now it's 6. it's still cheaper to let it die and just fix it again, but whatever.
Posted by: JML
« on: 15. March 2020, 09:58:02 »

What did it heal before? 4hp?
Posted by: voodoo47
« on: 14. March 2020, 21:04:29 »

1.06 - aand the rick turrets were not doing what they should under certain circumstances. fixed. also tiny boost to the maintenance tool turret heal.
Posted by: voodoo47
« on: 01. February 2020, 15:07:51 »

1.05 attached to the first post - making sure everything will work as it should with the upcoming updated Christine's fan missions.
Posted by: voodoo47
« on: 08. September 2019, 21:50:52 »

ok, 1.04 is up - even more file cleanup, fixed a small issue with the inverted turret corpse, and lowered the repair requirements for VB turrets.

again, clean install required, do not update by dropping the 1.04 files into your 1.03 (or older) folder.
Posted by: Dan
« on: 08. September 2019, 08:46:00 »

Agreed, that'll make for a much better balance!
Your REP 3 requirement would actually be fantastic to further motivate class specialisation in multiplayer. In particular with an increased loot hose percentage :-)
Posted by: voodoo47
« on: 08. September 2019, 08:05:20 »

also, I'm thinking about lowering the repair requirements for the VB turrets - currently, you either need hack 4 and a couple of nanites, or repair 4 and a lot of nanites to get them on your side, making the hack a better choice fairly clearly. requiring only repair 3 (so cheaper on the skills, but much more expensive on the nanites) might work better.
Posted by: Dan
« on: 07. September 2019, 18:49:00 »

Fantastic work, voodoo! Just tested it and works like a charm :-)
Thank you!
Posted by: voodoo47
« on: 07. September 2019, 18:17:57 »

updated to 1.03 - mostly just making things neat under the hood (no more grabbing unused gamesys archetypes as we can create them properly, most code now shared between all gamesyses.. gamesysi? daamit english is weird sometimes). also, the medsci1 gurney to the left right after you exit cryo (vanilla and SCP) is now a broken medbed, to award early repair investment a bit more. also, trying to load it with Secmod is now safe, meaning it won't be loaded at all and not break anything.

latest tool (ND 2.48+) required. do not update by unpacking 1.03 into your 1.02 folder, install 1.03 cleanly (deleting 1.02, and loading 1.03 into a new folder).
Posted by: JDoran
« on: 01. November 2017, 20:34:06 »

Brilliant, thanks.
Posted by: voodoo47
« on: 31. October 2017, 19:28:18 »

a tiny update that ensures everything runs smoothly with SCP beta4.
Posted by: voodoo47
« on: 03. October 2017, 10:33:29 »

odd, because the default tool setting should actually prevent that. make sure you are not forcing FSAA through your gpu control panel.
Posted by: Kolya
« on: 03. October 2017, 10:00:34 »

See "Uneven/jerky frame rate" in the trouble shooting guide.
Posted by: mireazma
« on: 03. October 2017, 09:22:21 »

I can't find it for my life.
EDIT:
Wait! My firewall...
It's working! Although with SS2tool installed when I look around it's stuttering a lot.
Posted by: voodoo47
« on: 03. October 2017, 09:03:11 »

post your ss2.log.
Posted by: mireazma
« on: 03. October 2017, 09:00:57 »

I didn't have it installed but after installing it and restarting the game, the repair pad still doesn't show up. Are there any steps I'm missing?
BTW this mod makes SS2 so much more enjoyable, along with its sibling Big Droid Immortality Protocol which I didn't get to try yet.
EDIT: I have 4 repair and 316 nanites. Oh, and Maintenance tool still not working.
Posted by: voodoo47
« on: 03. October 2017, 08:42:41 »

scripts are not loaded. have you used SS2tool?
Posted by: mireazma
« on: 03. October 2017, 07:15:18 »

Any reason for not working? The top part is "bracketed" as if interactive but nothing happens when I right click. Also, the maintenance tools won't work for regular weapons.
Posted by: voodoo47
« on: 24. September 2017, 15:41:56 »

they actually aren't half bad - the shard is always handy, the proliferator lays waste to spiders, and the launcher is.. well kind of fun if you end up with too many modules - it makes those few reavers pop like water balloons.
Posted by: Djant
« on: 24. September 2017, 15:26:50 »

That might actually make exotic guns worth using. Kinda.
Posted by: voodoo47
« on: 24. September 2017, 15:25:21 »

or they could slowly regenerate over time. I like making item hoarders pay with time and waste their lives. *evil laughter*
Posted by: ZylonBane
« on: 24. September 2017, 14:40:41 »

1.01 is live - turret heal capability is now in.
Ha, almost sounds like you can use med hypos on them.

...actually, if you could use med hypos to maintain the exotic guns, that would be amazing.
Posted by: voodoo47
« on: 24. September 2017, 12:52:38 »

1.01 is live - turret heal capability is now in.
Posted by: JDoran
« on: 26. March 2017, 12:49:12 »

OK, thanks.
Posted by: voodoo47
« on: 25. March 2017, 16:02:32 »

it changes game mechanics, so that's a no as far as SCP integration goes - for the moment, it will be available as an (optional) minimod.

might become a part of the not yet existing/hypothetical enhanced fork of SCP in the future - basically, once the amount of available minimods reaches a certain number, putting them together into one big enhanced package will be considered.
Posted by: JDoran
« on: 25. March 2017, 13:10:19 »

Thanks for this, mate. Will it also be added to SCP, too, either as an optional or permanent fix?
Posted by: voodoo47
« on: 23. March 2017, 18:22:30 »

Tags: °DML °object °SS2

Time to give the Repair skill a bit more value - this dml mod will allow you to:

- repair destroyed turrets. once a von Braun turret gets destroyed, its corpse will get spawned like usual, however the top will stay attached to it. the bottom can be looted as always, but you can now also select the turret top to get the repair console, and after a successful repair, a new, friendly turret will be spawned from the corpse (it doesn't matter whether the turret that has been destroyed was friendly or not, the new turret will always be friendly). the Rickenbacker turret works differently - it will simply break/power down and emit sparks until repaired. currently requires repair skill 3 for VB turrets, 4 for Rick turrets, and 50 nanites.
- repair damaged medbeds. skill 2 required, successful repair will produce a normal incomplete medbed.
- detach activation keys from complete medbeds. skill 5 required, successful repair will detach the key and make the medbed incomplete again. you will also be able to use auto-repair units, effectively trading them for medbed keys.
- also fix turrets with maintenance tools (skill 3 required for VB turrets, skill 4 for Rick turrets), currently heals 6hp per one skill level (can be disabled by deleting maintain.dml in the dbmods folder).


needs SS2tool patched install (ND 2.48+), can be activated mid-game, but only turrets destroyed after activating the mod will be repairable. works with vanilla, SCP and most likely all FMs. Secmod has its own way of repairing turrets and medbeds, and activating the Repairman mod will do nothing.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6637f7047b0bf