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Messages - Jaxxa

#31
Just updated to 1.0
#32
Help / Re: Problem loading Mods
October 08, 2018, 06:36:19 PM
1. Check that you have the right Downloads, atleast for my mods ("ED-Embrasures" and "ED-EnhancedOptions") you will want to make certain that you have the release versions, the .zip file with the version number that contains the .dll files and not the source versions.
2. Check that it is installed in the correct location. You should have a file path "Mods/<NameOfMod>/About" check that you dont have the mod inside an extra sub folder.
#33
In the past I have always updated in place and just had older version available on GitHub. Although I can see both sides of the issue and have not decided what I will do for 1.0 yet.

At least with 1.0 being released now updates will be a lot less common / stopped so I am only looking a smallish increase in the number of workshop items I have available instead of increasing it for each new version, which could have gotten large very quickly since i just had a look and I have 21 separate workshop mods for various versions of Rimworld.

If there were going to be ongoing development then I would think it would be a good idea to enhance how Rimworld handles mods to better handle new versions of mods, (by allowing a mod to support multiple versions or stopping Rimworld from updating a mod that it does not support) but at 1.0 there is no point now.


Also Congratulations on getting the the final release and wishing you all the best in whatever you do next weather it is more Rimworld content another game or something entirely different. As far as I am concerned you really have done one of the best early access releases.
#34
What version of the game are you running?

Check that you are downloading the.zip files that include the version numbers, these are the ones that include the .dll files.

Also i need to get around to making the B19 Forum post for shields soon.
#35
Just put up version 0.19.0.8, This should fix the issue with the transporters.

I am planning to officially release it soon and move it over to the mean release forum.
I am also considering renaming the mod and the ship to Prometheus as now that i think of it that might be more appropriate.

==
Removed NanoShieldCharger Reserve Power
Research Rework
Fixes for Transporter System Saving / Loading


#36
Looks like the issue is related to not Loading/Saving correctly and not the destruction of the Transponder.
#37
No idea yet, but thanks for reporting, i will look into that.
#38
It probably does not check it right now, although it probably should. And probably also use some if yhe power on the ship.
#39
That is mostly how it works. You should have three buttons, one to send away colonists, one to send away things such as resources and a button to bring them back.

The things you send away should just be what is close to the transporter when you press the button.

Then the recall button should also work from any other transporter.


Let's hope for no transporter accidents :)
#40
Quote from: rawrfisher on September 17, 2018, 04:17:50 PM
Any chance of players being able to add their own recipies for the ships fabrication systems?  I know thats a stupid question but still :P

I dont think it is a stupid question at all. I designed the system to be flexible enough so that this should be available in the current version, one of the reasons it took longer than it otherwise would.
I have not had anyone else test this, but it should work for buildings I have not really looked at deploying non building things like weapons and armor, but I want to try get them working in the future.

You should be able to make a mod and load it after Excalibur.
Then in the building you want fabricated add the comp "EnhancedDevelopment.Excalibur.Fabrication.CompProperties_Fabricated" , there are properties for the required Work/Power and RU.

Then if that building is researched then it should show up in the fabrication list. If you dont want to be able to build it normally add the research requirement "Research_ED_Excalibur_Quest_Unlock" This should stop anyone from Building it normally, but it is ignored by the fabrication system for the purposes of figuring out what buildings are available.

Have a look in any of the fabricated building as an example and let me know how it goes.
#41
Thanks for the reports guys, just put up a new version.

0.19.0.7
* Ship To Surface Power Distribution
* Transport Beaming
* Adding Compression for Steel, Plasteel, Wood and Stones.
* Fix for Fabricated Buildings not Saving in progress stats.
* Fix for not being able to Deploy Fabricated buildings.
#42
Just put up a new version.

0.19.0.3
Adding art by Syrchalis
#43
Wouldnt having a value that High affect the colony wealth once you posses it and increase the raid sizes.
#44
Quote from: rawrfisher on September 06, 2018, 11:08:52 PM
-_- once again item drop kills my doctor.  This time by causing a cave in that crushed em
Could you look into an alternative method for dispensing items from the Excalibur?

I would like to allow the use of the Transporter system after it is brought online. I also want to look into being able to set a drop location, so instead of dropping around the building you can set a specific location away from the base.
#45
Quote from: Syrchalis on September 08, 2018, 03:43:28 PM
I fixed the embrasures now entirely. The holes are the same distance apart, only there where it makes sense (no + or T section holes, because pawns can't be behind those anyway, except the flat side of the T, which has a hole).
......

Hey Syrchalis , that look great. Do you mind if I use them in the mod?