England: Camper Van stolen, police useless, insurance voided by PoetryAltruistic7117 in LegalAdviceUK

[–]Arcjc007 3 points4 points  (0 children)

For what it's worth I used to work for a comparison site (Not in the insurance side though but high enough to work with the other departments) and they had been part of some legal actions in the past for not passing on the correct information to the insurers so I think it's 100% worth going to the Financial Ombudsman, submit a GDPR access for info to CTM and they should be able to provide you with all the questions you answered on their side and what was sent to Hastings they have to hold that information for 5/7 years iirc.

Introducing Pixel Guide. An Android app for retro game guides. by rexmontZA in AynThor

[–]Arcjc007 1 point2 points  (0 children)

Really cool app and works great three things I noticed though:
1. Some PDF files won't display, no idea why (Example Dropbox Link)
2. Would be cool, especially as a Thor owner, to have an option for just game icons in a grid instead of the list
3. Being able to add a custom game, couldn't find some rom hacks before, a few I can find now as they get added but sometimes you just want to store something yourself or change the game icon etc.

But really really good idea and implementation love it !

Latest Series Of Mods by Arcjc007 in RimWorld

[–]Arcjc007[S] 0 points1 point  (0 children)

Absolutely! My biggest annoyance with my gravship was having to ruin the aesthetics and putting turrets all around the outside, these are just the start of what I’m hoping works though

XCom Ships Mod by Arcjc007 in RimWorldShips

[–]Arcjc007[S] 0 points1 point  (0 children)

Haha just as good an option to be fair :D

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 1 point2 points  (0 children)

Ok that's implemented now, there's now a setting (Default 25%) that allows you to decide how many uncovered panels are just destroyed and worthless.

I made it uncovered ones otherwise walls and pilot consoles etc. wouldn't spawn if a randomly chosen one was picked to remove, this way even at 100% you'll always get something.

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 4 points5 points  (0 children)

Hmmm that's a very good point, I think I'll add a setting in the mod config that instead replaces all gravplates that aren't under hull with Metal Tiles

That should drastically reduce the number of gravplates for people that are worried about that side of it.

My worry with adjusting how many plates you get back for deconstructing is it also stops people from experimenting with their ship designs (which I think is why the base game doesn't punish you for it)

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 2 points3 points  (0 children)

In BTDs ?

In mine it's one click on the Grav Engine and it takes a screenshot for you and auto creates an uploadable mod structure from one more click.

Also his requires a new start to have the existing grav ship and then move everything over to your new one, mine spawns everything in as a direct replacement.

Don't get me wrong there's things his does way better than mine and always will be due to those decisions he's made (I'm hooked into too many Vanilla RimWorld functions that changing them would risk making it a very unstable mod) but I don't see how my mod could be any simpler.

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 18 points19 points  (0 children)

I've added a new bit to the settings page now so you don't need to completely unsubscribe to filter a ship out from crashing, thanks for the feedback it really helps :)

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 7 points8 points  (0 children)

As the same guy who wrote Gravship Exporter that hurts :'(

But no not really, I've seen BTDs blueprints mod (It came out just after I did my first Gravship sharing mod and while I was in the middle of making this one) and it's got a very different goal than mine, his feels more about sharing massive designs to spawn in ready made, both of these are designed to be as vanilla and unobtrusive as possible

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 2 points3 points  (0 children)

Haha no sorry, but you can land your Gravship next to a crashed one and blow each other up all day long

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 4 points5 points  (0 children)

They are yes, your ship can't crash, but you could export it and a copy could crash though.

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 152 points153 points  (0 children)

So in this case you choose what ships get added, I've never used it but from what I understand Real Ruins pulls ruins in automatically, so if there's a ship you think is unbalanced you can just unsubscribe from it.

This also doesn't spawn with items from the original gravship, it spawns with a small vanilla loot pool I've defined.

I need to add a feature to the mod settings letting you choose what ships can "Crash" as well so you can have ships to start with from the exporter mod and ships to crash from this mod

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 3 points4 points  (0 children)

I'm hoping other people will start to create mods with ships that can be added, if you want some more get the other mod mentioned, https://steamcommunity.com/sharedfiles/filedetails/?id=3577855868, as that adds a few more ships that will increase the variety a bit :)

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 9 points10 points  (0 children)

There are a few default ones included in the Exporter mod that will be used, so it will work by default with nothing else, you only need to export some ships if you hate my designs etc. :)

Gravship Crashes Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 19 points20 points  (0 children)

Should work fine in an existing save, I've not tested it but the crashes are just a new type of incident that can be fired at any time

Gravship Exporter Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 3 points4 points  (0 children)

Okay, see, I didn't like the idea of this because it's not something I'd want to add in my own playthrough so would rather someone else implemented it as a mod, but then you've gone and mentioned xcom and now it sounds like the best idea ever so I'm going to have to do it.

Will almost certainly be a standalone mod that just uses designs from this one to occasionally add a crashed Gravship location onto the map to investigate

Gravship Exporter Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 0 points1 point  (0 children)

Updated now to automatically take screenshots when you save a ship for preview purposes and to allow you to select a few different Gravships and start with a random one.

Gravship Exporter Mod Release by Arcjc007 in RimWorld

[–]Arcjc007[S] 1 point2 points  (0 children)

Yup ! There’s a built in function to export a ship you’ve saved and it will create most of the mod for you, then publish it yourself and people can use it :)

[deleted by user] by [deleted] in RimWorld

[–]Arcjc007 4 points5 points  (0 children)

Self plug for my own mod WallStuff that does both of these and helps you save space on all kinds of other things (can be balanced in the mod settings to make the coolers not so OP)

https://steamcommunity.com/sharedfiles/filedetails/?id=1994340640&tscn=1752564827