TBF it would require updating to the new harmony. Welp, that will make patching fun, I always have trouble with checks when using vanilla operations.
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#1
Tools / Re: [LIB] ModCheck: patch tests and error logging for mod loading
February 24, 2020, 09:17:00 AM #2
Tools / Re: [LIB] ModCheck: patch tests and error logging for mod loading
February 24, 2020, 07:54:07 AM
I second that request, I use ModCheck for so many of my mods.
In either case, thank you so much for making my life easier!
In either case, thank you so much for making my life easier!
#3
Outdated / Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
September 04, 2018, 06:50:32 PM
Absolutely! I'm mostly finished. ^^
#4
General Discussion / Re: How can we improve the design of animals in combat?
January 21, 2018, 08:04:18 AM
At the moment they're not really very useful for combat. The mood debuffs are often the thing that breaks an unhappy, injured colonist and I find them too hard to control.
A way to differentiate between pets, utility animals purely for work and attack animals would be useful if they had a lesser chance to bond or a lesser mood debuff.
A way to differentiate between pets, utility animals purely for work and attack animals would be useful if they had a lesser chance to bond or a lesser mood debuff.
#5
Outdated / Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
November 21, 2017, 09:15:51 AM
Definitely, but I found that some of the LEDs throw exceptions when trying to adjust colours using the Adjustable Colored Lights mod, so I'm trying to figure that out before I officially release the B18 version.
You can grab and use the initial release from github though. It works fine otherwise.
You can grab and use the initial release from github though. It works fine otherwise.
#6
Outdated / Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
October 25, 2017, 03:47:54 AM
Um, all of mine should be buildable under them and the rope lights have a radius of 1 tile around them so they cover 9 tiles.
#7
Outdated / Re: [A17] LED Lights (Redux) v. 1.1 (2017-05-27)
October 24, 2017, 10:43:24 AM
It just uses radii, so it will always be circular in the end, the 3x3 5x5 was the biggest I could actually do and have the light actually cover the desired area. But I agree, I like making nice rectangular fields, so I usually end up doing two strips of 3x3 5x5 fields with a path between. If you have enough power, the string lights might work best for you, since you can make those fields as big as you want.
(edited because my brain clearly derped)
(edited because my brain clearly derped)
#8
Mods / Re: Community Animal Pack
September 30, 2017, 05:51:50 AM
https://github.com/XenEmpireAdmin/AnimalCollabProjectA17
I did link it in the discussions, but only Xen can edit the actual description on Steam.
I did link it in the discussions, but only Xen can edit the actual description on Steam.
#9
Releases / Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
July 16, 2017, 04:38:56 AMQuote from: Telkir on July 15, 2017, 05:20:09 PMCouldn't you also use the <recipeUsers> tag in the recipes? I'm not sure if this has always been possible, but it has been for several alphas at least and has worked for all the recipes I've made.
[...] because prior to A17, I would have had to redefine the vanilla tailoring bench def to put the recipes there [...]
I hope this doesn't come across wrong, I just prefer when people tell me how to do things more efficiently (even if I feel like facepalming for overlooking the obvious) and hope you feel the same.
#10
Mods / Re: Community Animal Pack
June 24, 2017, 05:51:29 PM
Some of these are in the pack, some are planned or coded (like I'm planning all of the corgis), some I don't feel are necessary (not speaking for the whole team here).
ATM our lead artist is busy with RL, so new textures are going to be slow.
ATM our lead artist is busy with RL, so new textures are going to be slow.
#11
Mods / Re: Community Animal Pack
June 24, 2017, 06:34:30 AMQuote from: Rimrue on June 23, 2017, 03:45:37 PMI'll put wildness balancing on the to-do list.
1) I think some animals are too wild.
2) Black bears are omnivores.
The bear issue is one we can't really fix unless we want to completely remove the predator trait, which would be terrible for less fertile maps. As it is, it seems like predation trumps grazing in the wild.
#12
Mods / Re: Community Animal Pack
June 23, 2017, 03:16:59 PM #13
Mods / Re: Community Animal Pack
June 22, 2017, 04:48:41 PMQuote from: gustavoghe on June 22, 2017, 03:43:04 PM
Hey guys,
Can someone tell me if there is a def file for configuring if a animal can pack stuff when on a caravan?
You can find the <packAnimal>true</packAnimal> tag in ThingDefs_Races>(whichever animal).xml
If the tag is there, it will be a pack animal; if it isn't you can add it in the <race> section, just look at the muffalo in Races_Animal_Arid.xml how it's supposed to look.
The cleanest method for adding the tag is with xpath patching, but that's not quite as easy. Also you will get errors if there is no pack texture for the animal. It will still work though.
#14
Mods / Re: Community Animal Pack
June 19, 2017, 06:20:30 AM
I'll look into that. They may be missing a headattacktool or something.
#15
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
June 08, 2017, 02:15:16 AMQuote from: jpnm92 on June 07, 2017, 06:10:09 PM
Everytime i have to look at vanilla vents i want to kms it feelsbadman
I use embrasures. They aren't flickable, but are prettier and actually almost cheaty for equalising temperature (since two rooms connected by embrasures count as the same area for temperature).