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Messages - Angelix

#1
Releases / Re: [1.1] Angelix's mods
January 10, 2021, 12:02:50 PM
Personal Shield Rechageable

A Personal Shields(low-shield) are rechageable now. 1 EMP Shell per charge.

Links:
1.2 - Dropbox

#2
Releases / Re: [1.1] Angelix's mods
January 10, 2021, 11:55:06 AM
Small turrets

Autocannon and uranium slug turret size reduced to 1x1.
Its all because how cover in rimworld works. In 2x2 turrets can be covered only bottom left cell 1x1. I dont like this.

Links:
1.2 - Dropbox


#3
Releases / Re: [1.1] Angelix's mods
January 10, 2021, 11:40:03 AM
Artificial Soil

This mod adds "artificial soil" a farmable floor. You can remove it later. No changes in colony wealth(as long you not construct it).
All you need is some Hay and some work.

Links:
1.2 - Dropbox

#4
"Clear areas" not really worked. It do just as usual "Wood logging" job without threshold.
Tried both versions from github and steam. Same problem.
Upd. its because it checks if growing zone there and skips if it is. But now trees/bushes/etc can grow on growing zones. And if growing zone is dissallowed it will turn into forest.
#5
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
March 20, 2020, 08:43:00 AM
do not reset area or shutdown them where they are. or smth that allow keep them away. maybe even in "area reset" option in mod options
#6
Releases / Re: [1.1] Angelix's mods
March 19, 2020, 04:10:08 PM
Its not really a bug. Its side effect of 'soil' cost. 10 hay(cost of soil) * 0.6(cost of hay) * 400*400 = 960k. Only ways to fix this(aside of devs fix of wealth count) are remove any materials from soil recipe, set hay value to 0, or remove recipe for simple soil from mod(rich soil influence is almost neglible). Also you can deactivate mod until you established some defence. In this case be sure there are no blueprints of soil exist or you will face errors on load(no consequences to the game).
#7
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
March 17, 2020, 08:05:15 AM
There is a little problem with area reset in case rechargers outside of permitted area. Its an infestation. In case it happens near recharging bases it is too difficult to protect bots. Can we have some override switch?
#8
Releases / Re: [1.1] ZiTools Objects Seeker
March 15, 2020, 05:43:55 PM
Cool. Search in inventories can be possible?
#9
Releases / Re: [1.1] Angelix's mods
March 13, 2020, 08:49:58 AM
Extinguisher grenade

Craft and carry extinguisher grenades. Hold fires under control. Sorry this is not replacement for default antifire melee attack, its grenade. Perfect with sidearms mod.

Links:
1.2 - Dropbox
1.1 - Dropbox
#11
Quote from: BlackSmokeDMax on March 12, 2020, 02:32:30 PMIt's updated on Steam if you want to grab it there.
not everyone own steam version. and not every steamworkshop mod can be downloaded by downloaders...
if you have access to it share pls
#12
Releases / Re: [1.0] Mend And Recycle
March 11, 2020, 10:42:45 AM
its updated at github(but not in "releases"), just press "Clone or download" button. or use link
#13
Quote from: harpo99999 on March 11, 2020, 01:28:08 AM
any chance for a 1.1 update?
you can use MendAndRecycle it can remove "tainted" from apparel. 1.1 version here
#14
Releases / Re: [1.1] Angelix's mods
March 11, 2020, 08:00:08 AM
Target Practise

This mod made by ItchyFlea topic here. I updated it. Also job removed from hunting(no more frustrating "Hunter lacks..." alerts).
It add a shooting range(for shooting training) and training dummy(for melee training) where you can train your pawns via bills. Also acting as recreational building.

Links:
1.2 - Dropbox
1.1 - Dropbox
#15
Releases / Re: [1.1] Angelix's mods
March 11, 2020, 07:59:53 AM
Medical Training

This mod made by ItchyFlea topic here. I only updated it.
It add a medical training table where you can dissect humanlike corpses for medical exp.

Links:
1.2 - Dropbox
1.1 - Dropbox