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Messages - Jessi

#16
Outdated / Re: [A10] Project Armory (v.3.00)
April 14, 2016, 12:23:52 PM
Peasant I NEED this victory.

By that I mean we need an A13 update. I used this back when I was playing in A9 and it was the best.

I miss my W40k lasrifle, shit was better than anything. Reliable weapon as fuck.
#17
Will you be adding more weapons? I'd like to see some accurate high damage SMG's that appear once you reach a certain 'wealth' point.

Also we need WW2 era weaponry, please! MP40, PPSH, Degtyaryov, Thompson, Colt, MG42, Sten M2, Lee Enfield... I feel the MG42 would really slow you down though, that shit could be carried but it was a fucking mounted machine gun.
#18
Releases / Re: [A13] Rimsenal v0.511 : Federated
April 14, 2016, 04:37:30 AM
Your turrets deal no damage and hit nothing. They also fire big red squares.

Bug or installed wrong? I tried re-installing to no avail, which is a shame because I like having fixed emplacements and your hairpack works just fine.
#19
Quote from: Kilroy232 on April 13, 2016, 02:06:00 PM
Quote from: Jessi on April 10, 2016, 04:15:19 AM
Need this for A13!

I stopped playing for ages back in A9/8, a few mods I loved have dissappeared. Hope this doesn't.

Ask and you shall receive :)
I hadn't noticed the new alpha version so I think I will take some time on my next day off (Tomorrow) and update this mod of Alpha 13.

Thank you for your message and your continued interest, I like knowing that people still have an interest in this mod.

Same for me, I second this tho. This was the best mod for turrets. All new ones seem to be missing textures for the bullets. :o
#20
I always end up having a crappy looking square that everything goes inside, and while it works because I put turrets fucking everywhere, I'd love to make a Civ 5 Citadel style base or something that allows me to cover effectively to combat enemies. I'd utilise a killbox if I could incorporate it into how I build. I plan for long-term as I don't want to build a spaceship and leave planet, so I always build extra rooms and shite.
#21
Need this for A13!

I stopped playing for ages back in A9/8, a few mods I loved have dissappeared. Hope this doesn't.
#22
Quote from: Panzer on April 09, 2016, 06:57:37 PM
Well thats just strange, my colonists seem to use it just fine. You need at least 6 units of food in the hopper, and it needs to be powered and not flicked off, of course. You sure there are no zone shenanigans going on? Is it in a prison maybe? Because colonists ignore it when it is outside of their allowed zone or in a prison.
Quote from: Shurp on April 09, 2016, 06:49:25 PM
They can just eat the strawberries.

Or you could splurge, build an electric stove, and make a meal of the strawberries.

(Why does anyone bother with nutrient paste anyway?)

S'alright, I'm a dumbass, I had a power line that I thought was connected through a lamp and carried across, but no, needed a direct line.

Quote from: Shurp on April 09, 2016, 06:49:25 PM
(Why does anyone bother with nutrient paste anyway?)

Shit is way fucking easier than having a dedicated chef constantly need to cook meals when they could be doing something else more important, IMO.
#23
Quote from: sadpickle on April 09, 2016, 06:41:00 PM
Quote from: Jessi on April 09, 2016, 06:37:16 PM
Time is of the essence for these dumb fucks.
This made me laugh, though it had no business doing so. Thanks  :D

Dang, man. People are dying from their own stupidity and you just laugh at them?

...Actually yeah, that seems about right. Also did that, there's strawberries in 'em.
#24
As it says, Colonists are starving and can't seem to suck paste from the machine. Power is connected, I put a switch there too, everyone's 'Flick' priority is on 1...

Time is of the essence for these dumb fucks.
#25
Help / Re: Direct thoughts
August 07, 2014, 06:45:54 AM
I too need to know this!
#26
Help / Re: Hello all, help with some modding please?
August 07, 2014, 06:41:04 AM
Quote from: Bog on August 06, 2014, 04:34:52 PM
Quote from: Jessi on August 04, 2014, 10:02:56 AM
Quote from: Shinzy on August 03, 2014, 07:08:55 PM
Quote from: Jessi on August 03, 2014, 06:33:15 PM
Did all that, still nothing showing in game. :o ??

Although now I'm getting something in the editor code box thingy.

'XML Error: <version>2.0.1</version> doesn't correspond to any field in type ModMetaData'

Oh you're one miracle machine ;D

here download the attachment, it should work
I took the code from your earlier post and used the file paths you specified, and that should work now
Then compare the files to yours and try to find where you went wrong, it could be something really tiny and hard to spot, it can be really frustrating at times I know =P

Edit: Or what Mrofa said ^


I don't know what's happening but my own mod works now after buggering about with the file structure a bit more! I liked your texture more though. ;) It was file structure, after DLing your mod, I realised I had the .png in it's own folder, so the thingy wasn't recognising the picture.

So, now that's sorted, time to move onto a new idea!

Thankyou all for the halps! ^.^
I'm glad you've got it figured out.

Now go make some more stuff. ;D

PS: If you run into any more problems don't hesitate to ask for help again, I think we're all happy to assist in any way we can.

I will likely call again, I always aspire too high and fall short. My next idea for a mod is modding colonists, adding new hairs, clothes, little extras like backgrounds if that's possible.

I would like to add new thought definitions and such, but I think they're hardcoded with dll type things and I cannot into that well.
#27
Help / Re: Hello all, help with some modding please?
August 04, 2014, 10:02:56 AM
Quote from: Shinzy on August 03, 2014, 07:08:55 PM
Quote from: Jessi on August 03, 2014, 06:33:15 PM
Did all that, still nothing showing in game. :o ??

Although now I'm getting something in the editor code box thingy.

'XML Error: <version>2.0.1</version> doesn't correspond to any field in type ModMetaData'

Oh you're one miracle machine ;D

here download the attachment, it should work
I took the code from your earlier post and used the file paths you specified, and that should work now
Then compare the files to yours and try to find where you went wrong, it could be something really tiny and hard to spot, it can be really frustrating at times I know =P

Edit: Or what Mrofa said ^


I don't know what's happening but my own mod works now after buggering about with the file structure a bit more! I liked your texture more though. ;) It was file structure, after DLing your mod, I realised I had the .png in it's own folder, so the thingy wasn't recognising the picture.

So, now that's sorted, time to move onto a new idea!

Thankyou all for the halps! ^.^
#28
Help / Re: Hello all, help with some modding please?
August 03, 2014, 06:33:15 PM
Did all that, still nothing showing in game. :o ??

Although now I'm getting something in the editor code box thingy.

'XML Error: <version>2.0.1</version> doesn't correspond to any field in type ModMetaData'
#29
Help / Re: Hello all, help with some modding please?
August 03, 2014, 10:31:41 AM
Still nothing. ._.
#30
Help / Re: Hello all, help with some modding please?
August 03, 2014, 07:38:51 AM
Quote from: Bog on August 03, 2014, 12:25:12 AM
Okay so I went and familiarized myself with the building code.

In your .hml file the texture path is currently:

<texturePath>Things/Building/SimpleBlock_Atlas</texturePath>

If I understand correctly, then right now your texture is:

/Textures/Things/Buildings/CompanionCube.png

So that doesn't seem to be lining up. They need to be the same.

First of all one says "/Buildings/" and the other says "/Building/". Either they both need to have an "s" or they both need to not have it. They need to match or it won't work. I'd remove the "s" if it was my mod, but if you want you could also add an "s" to the one lacking it.

Second of all, as I said in the last post you'll want to rename the texture path to say:
<texturePath>Things/Building/CompanionCube</texturePath> (You don't need the .png)

That way it'll see and use your texture.

If after all that it still doesn't work then don't despair! Just come back and say so. There are other options available, such as sending one of us the entire mod via e-mail or something so we can have a "hands-on" look at it to see what's wrong and hopefully fix it and explain to you exactly what the problem is, and how you can avoid it next time.

We'll make a modder of you yet. ;)

This is my code now; it's still not showing in game. :/

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


   <ThingDef Name="BuildingBase" Abstract="True">
      <category>Building</category>
      <soundBulletHit>BulletImpactMetal</soundBulletHit>
      <selectable>true</selectable>
      <drawerType>MapMeshAndRealTime</drawerType>
      <surfaceNeeded>Light</surfaceNeeded>
      <constructionEffect>ConstructMetal</constructionEffect>
      <repairEffect>Repair</repairEffect>
   </ThingDef>
      
<ThingDef ParentName="BuildingBase">
      <defName>CompanionCube</defName>
      <eType>BuildingInert</eType>
      <label>CompanionCube</label>
      <thingClass>Building</thingClass>
      <category>Building</category>
      <texturePath>CompanionCube/Textures/Things/Buildings</texturePath>
      <altitudeLayer>Waist</altitudeLayer>
      <pathCost>60</pathCost>
      <passability>PassThroughOnly</passability>
      <castEdgeShadows>true</castEdgeShadows>
      <fillPercent>0.5</fillPercent>
      <maxHealth>500</maxHealth>
      <size>1,1</size>
      <description>A stunning crate. What a good friend it'd be.</description>
      <workToBuild>20</workToBuild>
      <costList>
         <li>
            <thingDef>Metal</thingDef>
            <count>50</count>
         </li>
      </costList>
      <filthLeavings>
         <li>
            <thingDef>ChunkSlag</thingDef>
            <count>2</count>
         </li>
      </filthLeavings>
      <rotatable>true</rotatable>
      <selectable>true</selectable>
      <neverMultiSelect>true</neverMultiSelect>
      <beauty>NiceTiny</beauty>
      <surfaceNeeded>Light</surfaceNeeded>
      <designationCategory>Decoration</designationCategory>
      <staticSunShadowHeight>0.20</staticSunShadowHeight>
      <constructionEffect>ConstructDig</constructionEffect>
      <repairEffect>ConstructDig</repairEffect>
   </ThingDef>
   
</Buildings>

The Pathing files are:
/Defs/ThingsDefs/Buildings.xml
And,
/Textures/Things/Buildings/CompanionCube.png