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Messages - lordgiza

#1
Quote from: Fluffy (l2032) on November 02, 2015, 04:30:34 PM
There's a mod for that :P

And could you tell us which mod?
#2
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.9
April 07, 2015, 11:30:13 PM
Are the Orion Corporations soldiers meant to be dicks? Because 30 of them just "visited" and ate all the food in my new colony.
#3
Quote from: indiecosmic on October 21, 2014, 07:18:33 AM
If you just want to try it out you can download v1.0.1, it should be stable. The only difference is that the new one has a tiny texture update and that it should consume more power on warm maps and less power on cold maps. :) I'll make a fix as soon as I get off work.

The problem seems to be the line in Version 1.0.2 under thingsdefs:
<compClass>IndieSoft.RimWorld.Refrigeration.CompTemperatureBasedPowerTrader</compClass>

Where it should be:

<compClass>CompPowerTrader</compClass>
#4
Outdated / Re: [Mod] (Alpha 2) Turret Package V1.2!!
March 16, 2014, 07:05:28 PM
I found a problem with your mod. The line on the incendiaryturretweapon file in defs that reads:
<texturePath>Projectile/ChargeSmall_Red</texturePath>
Should be:
<texturePath>Projectiles/ChargeSmall_Red</texturePath>
#5
General Discussion / Re: Charges instead of Mining?
December 01, 2013, 09:46:13 PM
The metal itself has a health pool. If I remember right it's about 2 or 3 charges will vaporize the metal. Although I still reckon mining is more effective only because there is less micro.
#6
General Discussion / Re: The Big Patch Notes Topic
November 10, 2013, 06:46:42 PM
Quote from: deadbeat88 on November 09, 2013, 10:52:50 PM
3. im more in favour of capacity-based power lines. they short-circuit when there are not enough power connections. eg. 1 conduit line to connect 10 turrets. (thats 1500w!)
That's what I'm hoping this game will have. An entire realistic electrical system will really make the game awesome.
#7
General Discussion / Re: The Big Patch Notes Topic
November 07, 2013, 06:53:29 PM
Quote from: vince0018 on November 07, 2013, 04:39:10 PM
Plus. Since circuits run through the walls, doesn't this make it more realistic/fleshed-out anyways?
Think about how often the circuitry in your house short circuits during the rain, or the power lines that are just hanging there outside all the time. Really I think Tynan should re-think this and give us tools for moving power over distances outside before doing this. Although I am too late anyway, downloading the newest update now.
#8
General Discussion / Re: The Big Patch Notes Topic
November 07, 2013, 04:26:30 PM
Quote from: DeltaV on November 07, 2013, 04:18:58 PM
I agree, short-circuiting walls is a bad thing.
Plus power conduits only short circuit when they have a crack in the casing and wiring. Meaning they rarely ever short circuit. Plus shouldn't they be built underground anyway?
#9
General Discussion / Re: The Big Patch Notes Topic
November 07, 2013, 03:48:50 PM
"Walls now short circuit as well as power conduits."

This sounds like a really bad idea. I mean absolutely horrific.
#10
General Discussion / Re: Raiders starting fires.
November 06, 2013, 02:54:24 PM
When was this done since the first base I made 2 days ago they didn't do this and just funnelled into my death trap.
#11
General Discussion / Raiders starting fires.
November 06, 2013, 02:39:21 PM
Does anyone know why raiders keep starting fires on my outer walls?
Here's a screenshot of my setup: http://i.imgur.com/Kz1Ga4Y.jpg