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Messages - TrueDestroyer

#16
Quote from: delheit on October 15, 2016, 05:06:00 AM
Quote from: TrueDestroyer on October 14, 2016, 07:15:48 PM
Image

Lol, I had to zoom out to figure out what this was.

Just wanted to give you a big like ;)
#17
#18
Quote from: Dingo on October 11, 2016, 08:16:21 AM
Haha I'm just kidding. It was kinda weird, though, I just like the bizarre and nonsensical descriptions of the base games. They have a lot of character.
(...)

Minor typo in RulePacks_Art_DescriptionRoot.xml: "[animal]s are lookin curiously at the scene"
It's ok:) thanks for finding the typo :) I thought this mod would be easy to make but fixing typos took several hours of work, and I didn't even manage to find them all:) Will fix it in next release.

And about this one art description, it's based on vanilla content only, so you could get it without my mod too:) erotic style was vanilla, whereas the 'cleric' and 'god' were pulled out of ingame namebase:)




I'll think about barbed wires and recycler, though I recently found skullywag's mod that lets you recycle apparel. Also, recycle what exactly? Used weapons to their original resources is only option I see now. There's nothing much else to recycle. Mechanoids can be disassembled, buildings can be deconstructed, steel slags can be smelted. Looking for ideas on that.
#19
Oh come on, regular art descriptions on the other hand are weird, sometimes in a creepy way. You got the two ones out of a dozens of others that are somewhat different and intentionally humorous - imagine that you just found a rare Pepe. Ever heard of easter eggs? This is my first mod out of around 20 that has them. I should probably note that these two may not be vanilla friendly to full extent though, because they contain these two lines. Edit: Just noted it in mod info in the first post.
#20
Quote from: Dingo on October 11, 2016, 03:02:56 AM
I call foul play, good sir.

Well I used some help on that particular mod xD What's more improtant, did you get the one about the fellowship of the ring yet?
#21
Quote from: Justas love on October 10, 2016, 01:00:21 PM
maybe add stronger/stuffed conduits, same with coolers and vents. Maybe add wired fences (pretty much a sandbag with a diffrent texture). Reduce the power cost on the lights, or maybe add led lights. Make a Recycler, it recycles components, cloths from items: clothing, weapons and all sorts of things.
Also those steel floors look sick af dude!
For me the regular conduits look fine - you can reinforce them by puttin them in walls. Also when you choose to put them on the ground among your turrets, there's thrill and gamble, cause they're easily damaged and may cause half your killbox turrets to turn off quickly if you don't get the wire placement right, and I like that as it is. I'm also kind of worried now to touch anything related to conduits, due to recent bugs I caused involving these;) But I give you that, it deserves to be tested, this stronger conduit could simply cost more, or be made of plasteel. Darn. I will think about it.

About vents and coolers I'll take a look. There was a mod long time ago that added bigger, stronger, industrial coolers and I liked it a lot.
Having different vents, so you can use regular ones to vent stuff like living rooms, and reinforced vents to vent your killboxes, infestation farms and faraway geothermal plants walled up with granite may seem like a nice idea. It's just not a high priority mod for me now, as I rarely use vents anyways - walls transfer heat too, and if you need to vent a room badly, you can just remove some roof tiles for free (ofc if not under thick roof).

About these wired fences - I thought about it, and the idea evolved into caltrops. To differ them from sandbags, I think they should apply damage -  But then they would work like traps, and be hidden... I'm not sure you can make unhidden traps now, that's why I put it on hold. Wired fence should also provide almost 0 cover, unlike sandbags, and slow enemies down. It could totally be just caltrops with different graphics...(That's why I created caltrops).
I could ignore the "causes minor cuts and scratches part" and then I'm left with - provides 0 cover, and slows down. And there's a mod that adds buildable moats that do exactly that. Edit: I probably found the mod you were talking about, the barbed wires created there were simply unpassable 0 cover objects. If I do it like this it will be unbalanced. They will have low cost, just some metal wires right? First impression - it feels kind of OP, I can imagine making labirynths out of it to force raiders choose an "unobstructed" path and dance around in front of your turrets with no cover. And you could shoot them like sitting ducks from behind sandbags each time, for free. Will analyze it further though.

About reducing cost on the lights - I thought about it, but there's a mod by Dingo, Reasonable lamps, and I felt like there's no need to just make something similiar now, however I admit that I would only modify the standing lamps, and leave the sun lamp as it is - cause people still manage to create large super efficient farms, so sun lamps are probably balanced.
I was thinking about new type of lamp that would be in the wall (in the power conduit) rather than a standing furniture object. There were mods adding wall mounted lamps and even ceiling lights in the past.
The recycler though...

Quote from: mabor0shi on October 10, 2016, 06:03:20 PM
Quote from: Justas love on October 10, 2016, 01:00:21 PM
Maybe add wired fences (pretty much a sandbag with a diffrent texture). Make a Recycler, it recycles components, cloths from items: clothing, weapons and all sorts of things.
I second these. There is a mod with barbed wire or razor wire; but the texture was so ugly that I uninstalled it. As for the recycler, i think TrueDestroyer could make a balanced 1. there's already component assembly workbenches; adding a "recycling" bill with junk as ingredients is almost easy enuf for me to do. But I like the idea of a machine that u load somethings in, wait a day, then it spits out a component (or any goodies, it's the recyling & waiting that matters). There's a modding challenge for ya 8)
Query: caltrops damage feet? that would be unbalancing, no?
You hit the spot, this recycler is like a challenge. And I like to utilise existing mechanics in a new way - this may not require anything more than xml modifications, but this may take time for me to learn and test.
Caltrops damage random bodyparts, because as far as I know one is not able to define what bodyparts should be damaged by damage type in xml structures, and it's random by default. I even posted in some suggestions thread asking if it could be implemented, and set in xml defs. If it was possible, they would deal less damage, spring off a bit less often, but in 95% of causes the damage would only go to feet and toes. But you asking this, made me curious and now I want to check this again, maybe I overlooked something, and it would be a nice update for caltrops to have it implemented.

To sum up - If I invent a creative way to implement any of the stuff you suggested, I will. And for some stuff I can already say that I likely will:)
#22
Okay I just found this bug report from before I even started creating art descriptions. The related issue there states that it occurs when trying to create art about colonist interacting with traders, and it is a game bug not related to mods, and which can be reproduced in non modded vanlla game. This would make sense, as I was not trading much in the new saves, and personally in the new alpha I've never seen an art about my colonist trading with someone.
Totally no idea though why I haven't put the debug error text in google before and assumed this was mods fault xD
#23
Quote from: Dingo on October 10, 2016, 01:45:54 AM
Well the generic tile is just really ugly, and the point of Diverse Floors is to make prettier floors.. But that's enough about that.

I think your art mod might be causing extra bugs, did not do much research into it yet.



Yeah, it may appear that my 'new game fixes!' turn slowly into 'new game bugs!'.
But I got solution for this one (I hope).
This mod requires a fresh save, and should not be activated/deactivated during the playthrough.
Did you use a new world for this mod? Or did you open an existing save? I've seen it while activating mod in an existing save, but never got it with fresh colony started after mod activation. I should mention that this one is not save compatible and requires rather a new colony... Just changed the description.


Quote from: Thirite on October 10, 2016, 02:00:04 AM
Unfortunately I got the same error I did previously, even with MadSkills loaded after. Strangely enough the exact same error is happening when I craft FashionRimsta's military fatigues. I feel like there has to be an underlying problem that's causing this, not just mod incompatibility.

This is probably something with MadSkills then, if other mods have problems with it too. If you find any mods adding apparel with stat modifiers that somehow work with MadSkills, let me know, maybe I'll be able to copy the compatibility aspect to my mods:)
#24
Oh gosh, I guess these vanilla floors must be pretty bad, as two of you try to nicely persuade me to do sth about these textures;) I'll think about changing the new 'wooden tile' into something that looks a bit nicer - some seamless wooden panels or sth.
To be honest, I'd modify only the new wooden tile, and leave jade and gold floor as it is. (I already adjusted gold tile color to be more gold-ish).
#25
Hand Me That Brick is amazing! I'd go even as far as to say that it should be a part of vanilla game in the future:)
#26
Just letting you know, I'm pretty sure I eliminated the glitch with multi analyzer resource mod and vitals monitor resource mod. There's been an update to other stuff, and a new, double sleeping spot mod was introduced. Updated versions of everything are available for download. More info in the first post :)
#27
Mods / Re: A note to modders about xml definitions
October 09, 2016, 06:29:29 AM
Just found this thread, turns out my mods must be full of hidden bugs. And I found this thread, cause in the end this caused critical bugs. Will fix them all.

Edit:
Just letting you know, I'm pretty sure I eliminated the glitch with multi analyzer resource mod and vitals monitor resource mod. More info in the main thread:)
#28
Mod bugs / Re: Game going nuts suddenly.
October 09, 2016, 05:48:31 AM
This is the problem with multi analyzers and vital monitors - I'm working on it. This was probably the true reason why these two things didn't have the components in vanilla game. The bug triggers when theres a power conduit nearby. More details in my original mods thread. Don't use these two of my mods till I fix it, please, sorry for inconvenience...

Edit:
Just letting you know, I'm pretty sure I eliminated the glitch with multi analyzer resource mod and vitals monitor resource mod. More info in the main thread:)
#29
Mod bugs / Re: Graphical glitch
October 09, 2016, 05:47:06 AM
This is the problem with multi analyzers and vital monitors - I'm working on it. This was probably the true reason why these two things didn't have the components in vanilla game. The bug riggers when theres a power conduit nearby. More details in my original mods thread. Don't use these two of my mods till I fix it, please, sorry for inconvenience...

Edit:
Just letting you know, I'm pretty sure I eliminated the glitch with multi analyzer resource mod and vitals monitor resource mod. More info in the main thread:)
#30
This is the problem with multi analyzers and vital monitors - I'm working on it. This was probably the true reason why these two things didn't have the components in vanilla game. The bug triggers when theres a power conduit nearby. More details in my original mods thread. Don't use these two of my mods till I fix it, please, sorry for inconvenience...

Edit:
Just letting you know, I'm pretty sure I eliminated the glitch with multi analyzer resource mod and vitals monitor resource mod. More info in the main thread:)