Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SioxerNiki

#1
Quote from: Mishutca on September 09, 2017, 01:39:30 AM
Quote from: dubwise56 on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Like that. It just simply doesn't rescan and skip the step Build reactor core etc during the current unfinished step Test the reactor. It also doesn't show the damage of the reactor during the step Test the reactor
Could you send over the offending save file?
#2
Quote from: dubwise56 on September 08, 2017, 10:26:05 PM
Quote from: Iwillbenicetou on September 08, 2017, 10:14:58 PM
also is there a way for the HEL to shoot down Enemy Drop pods? (Raiders, Mechanoids, etc.)

Nope it only shoots down mortar shells, people suggested shooting down drop pods but i figured that was a bit too much, just make use of the ground based weapons, i planned for the HEL being able to shoot down missiles once i get around to adding enemy missile bases back in with scuds. Also the HEL doesn't work with combat extended mortar shells because they use their own projectile class, not sure what to do about that

Nothing to be fair... You are not accountable to other mods.
#3
Quote from: Madman666 on September 08, 2017, 01:47:12 PM
Hiring assistants now, eh, Dubs?)) Admirable growth, man)) You should seriously think about selling your mod as an addon to RW))
More like I approached him saying "Hey... I am going to do this for you... Live with it" :P

This is a way I can help Dub, so I do... *Winky Face* (Insert D-Va voice)
#4
@Everyone

I will be the "Bug Manager" from now on.

I would like everyone to post your bugs with a link to your save file (if applicable) and I will check it up, and communicate it with Dub in a more manageable format.

This is to make it easier for Dub as I would classify each bug and find duplicates.

You can upload your savefiles to here https://uploadfiles.io/ .
#5
Quote from: Canute on October 03, 2016, 11:10:24 AM
Many change the version number from v2.1.3 to v0.213, so people can see this mod is still not finished :-)
Well to give you a serious answer:
v1.2.3.456
Major release number
Minor release number
Maintenance release number (bugfixes only)
If used at all: build number (or source control revision number)

v1 usually only denotes release. Mars has been released, therefor it is above version one. The Major Release will be stuff like big new features, minor release is when there is small additions, maintenance is as written there, bugfixes.

Also this makes it easy for users to see how buggy they may expect a specific release.
If the release number is v3.0.0 there is most likely quite a few bugs.
#6
Quote from: Canute on September 30, 2016, 04:20:39 AM
I agree to dubwise56,
don't see this mod as a mod you can just add to your favoured mod list and play Rimworld.
You should more think this is Marsworld, a special mod scenario plays on the rimworld engine.
Any other mod that change the gameplay of this mod/scenario is more or less like cheating ( :-) )!
Since the gameplay differ a bit, a mod can made it difficulter to play then easyer. At example when he add the O2/CO2 aspect to plant, Veg. Garden mod can overwrite this.
When he think wind turbines arn't effective on Mars and don't add  them, and you add a mod that add power generator, that change the gameplay.
Other mod's that don't change the gameplay like veinminer or other UI enhanced mod's are uncritical and he should look that they work well together with Mars.
At first the focus needs to be on making this mod work. The thing is mod compatibility is going to be very hard to manage just because of the sheer amount of stuff that is being changed in Mars so in the end when this is done you shouldn't expect any mod that is not specifically designed to be an "Expansion" to Mars.
#7
@Facepunch
Yes sir.
#8
Quote from: Facepunch on September 22, 2016, 07:15:47 AM
Might be an interesting (And maybe not too hard) thing to have a radioactive fallout event borrowed from Rimushima. Can say that the planet is being bombarded by solar radiation or some such. Goes away after x days. I'm just throwing the idea down, it's 4AM and I'm too lazy to polish it, but I'm sure you get what I'm saying.

Already implemented as "Solar Flare"
#9
Quote from: Domkrat282 on September 20, 2016, 02:16:04 AM
This may be interesting gameplay but game mechanics don't fit this, at least for now. Outside tasks are too common for this vision - warning alerts optimizing micromanagement but not removing it.
It is also unfinished so far. There is a lot of features planned to replace the horrors of the normal Rimworld with new ones as well as having more stuff to do for the colonists. It is essentially quite hard to make up new mechanics to replace the old lost ones.