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Messages - UA_Serpent

#1
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
February 28, 2015, 12:01:34 PM
Quote from: HBKRKO619 on February 28, 2015, 11:33:47 AM
Ok so I will put this back to 100% in the second I finish to write this post xD
I really don't understand why you made this change, if people activate this mod before playing, it's to have Jaffa in the world they will create o-O It's just pure logic o-O
I've set <raidCommonality>0</raidCommonality>
Created new world
Created new colony, and I have Jaffa colony as enemies.
So "raidCommonality" sets raid chance. Jaffa won't spawn every Raid attack.

For those who want RaidCommonality 100. I've uploaded new archive

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#2
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
February 28, 2015, 09:19:42 AM
Quote from: HBKRKO619 on February 28, 2015, 06:28:38 AM
Quote from: UA_Serpent on February 28, 2015, 04:21:37 AM
Here, I've updated it. Don't forget to create new world.
And spawn chance set to 50% from 100

Thanks but the 50% you talk about mean that the Jaxxa have only 50% chance to be in the new world created ? Why not keep it at 100% if if it's what I think ?

So <raidCommonality>50</raidCommonality> means "only 50% chance to be in the new world created"?
#3
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
February 28, 2015, 04:21:37 AM
Here, I've updated it. Don't forget to create new world.
And spawn chance set to 50% from 100

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#4
Quote from: Rathael on February 24, 2015, 04:45:58 PM
Any possibility of getting the vents turned into a stuff-able Wall with Vent? Right now they act kinda weird. They break floor texture connection because they need a floor underneath them. They also break the room.. err.. separation? For example, if you place a prison and your hospital next to each other and then place a vent on the shared wall the hospital beds all become prison beds.
1. They break floor texture connection because they need a floor underneath them. - fixed
Now they won't break floor.
2. They also break the room.. err.. separation - can't be fixed. It's game engine problem. Try to build room next to prison and connect them with door or Cooler. This objects destroy wall before construction :(

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#5
Found minor bugs in this files:
Hediffs_Synthetics
Hediffs_Prosthetics
This code not correct

<modifiers>
      <activities>
        <li>
          <activity>Sight</activity>
          <changeBy>-0.5</changeBy>
        </li>
      </activities>

here correct one

<modifiers>
      <actMods>
        <li>
          <activity>Sight</activity>
          <offset>-0.5</offset>
        </li>
      </actMods>

with activities

now working correctly
here take it

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#6
Hi guys, I've updated this mod to A9. Fixed this exception
Exception ticking IndustrialHeater267488: System.TypeLoadException: Could not load type 'RimWorld.MoteMaker' from assembly 'RimWorld_CentralHeatingMod'.

try it.



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#7
I see another problem.
You should balance item prices
for example
Vanilla Pistol = $200
Nano pistol (better than Vanilla) = $120
And many other.
Cybernetic Armor better than Power Armor but their cost near equal.
#8
Quote from: Fox on February 22, 2015, 06:01:21 AM
Quote from: UA_Serpent on February 22, 2015, 05:57:30 AM
Found issue
No context menu for priority repair
How to repeat
1. Build any structure
2. Do 10 damage to it
3. Select Pawn
4. Right Click on damaged structure - nothing happens :(
maybe you disable auto add home area?

Yep, 1 tile without home region :) TY
#9
Found issue
No context menu for priority repair
How to repeat
1. Build any structure
2. Do 10 damage to it
3. Select Pawn
4. Right Click on damaged structure - nothing happens :(