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Messages - amnesiak77

#1
Releases / Re: [1.2] Ammo Tweaks for CE
August 23, 2021, 04:37:41 AM
Hi, another request to update mod to 1.3. ;)
It`s a great mod.
Regards
#2
Help / Re: Changing textures in mod based on event
April 28, 2021, 04:20:47 AM
Ok. I thought it was more simple. I don`t know coding in C#.
The mod itself looks pure xml. Thanks anyway.
#3
Help / Changing textures in mod based on event
April 27, 2021, 08:51:40 AM
Hi,
I would like to modify Outdoor lighting mod for personal use.
I would like to add another texture for flood lights when they are lit.
Can someone suggest the code. I know I have to edit Buildings_Furniture_Outdoor.xml
Here is the code for floodlights:
<ThingDef ParentName="BuildingBase">
<defName>OutdoorFloodLights</defName>
<label>outdoor floodlights</label>
<description>Large floodlights that can illuminate a significant area outside. Without light your colonists move and work at a slower speed.</description>
    <thingClass>Building</thingClass>
    <category>Building</category>
    <minifiedDef>MinifiedThing</minifiedDef>
    <!-- need this to display over the top of pawns -->
    <altitudeLayer>Skyfaller</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <selectable>true</selectable>
    <fillPercent>0.75</fillPercent>
    <pathCost>8</pathCost>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <resourcesFractionWhenDeconstructed>0.5</resourcesFractionWhenDeconstructed>
    <soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
    <designationCategory>Furniture</designationCategory>
    <rotatable>false</rotatable>
<size>(1,1)</size>
    <uiIconOffset>(0, 0.25)</uiIconOffset>
    <uiIconScale>0.3</uiIconScale>
    <thingCategories>
    <li>BuildingsFurniture</li>
    </thingCategories>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
    <graphicData>
<texPath>Things/Building/Furniture/floodlights</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(5,5)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
<!--
      <shadowData>
        <volume>(0.2, 0.35, 0.13)</volume>
<offset>(0,0,-0.42)</offset>
</shadowData>
-->
    </graphicData>
    <comps>
    <li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Schedule">
<startTime>0.7</startTime>
<endTime>0.3</endTime>
<offMessage>Floodlights only function at night from 17:00 through to 07:00.</offMessage>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>180</basePowerConsumption>
</li>
<li Class="CompProperties_Glower">
<glowRadius>30</glowRadius>
<glowColor>(228,228,228,0)</glowColor>
</li>
    </comps>
    <placeWorkers>
    <li>PlaceWorker_NotUnderRoof</li>    <!-- Can't be built under a roof -->
    </placeWorkers>
    <statBases>
<MaxHitPoints>150</MaxHitPoints>
<WorkToBuild>1200</WorkToBuild>
<Flammability>0.2</Flammability>
<Mass>120</Mass>
    </statBases>
    <researchPrerequisites>
    <li>Electricity</li>
    </researchPrerequisites>
    <blockWind>true</blockWind>
    <!-- Seems that the tickerType is needed to get the game to observe the schedule off/on -->
    <tickerType>Rare</tickerType>
    <!-- Hopefully this means it can't be built inside -->
    <terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
    <constructEffect>ConstructMetal</constructEffect>
    <!-- This should display a "lighting circle" around the lamp when placing or moving -->
    <specialDisplayRadius>15</specialDisplayRadius>
</ThingDef>


#4
Hi,
I would like to modify this mod for personal use.
I would like to add option for outdoor lights to turn on Eclipse event, but dont know, what would be the code.
I would also like to add another texture to flood lights when lit.
Can someone suggest the code. I know I have to edit Buildings_Furniture_Outdoor.xml
#5
Releases / Re: [1.0] Additional Tools Mod
April 26, 2021, 07:10:55 AM
Hi,
Can someone make this mod CE compatible.
#6
Is there a way I can move all inactive mods selected in this manager to specific location? Would be very usefull.  Thanks
#7
Releases / Re: [1.0] SeedsPlease!
February 01, 2020, 07:30:18 AM
Hi,
Can you make it compatible with RF Fertile Fields, so the seeds and plant scrap wouild be droped when harvesting plants?
#8
Help / Rice cultivating civilization Mod
January 15, 2020, 04:21:15 PM
Hi,
Is there a working 1.0 version of this mod and a non steam link ?
I think this mod also needs ResourcePackCore.
I found some links on GitHub but mod doesnĖ™t work.
Any help would be very appreciated.
#9
Thanks for mod suggestion Canute. I know that mod, but I havent used it yet. I will try it.

@dismar
Keep up the good work. Maybe in some future release.

#10
Hi,
I really like this mod. I have one suggestion. Can you make a need for garden soil and plow soil to be fertilized at least once a year or they loose some fertility over some period of time. Because in real life you also have to add fertilizer at least once a year. It would make much sense. Thanks.