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Messages - Resurak

#16
Ok there is some progress, big progress!

Now, with the version 1.0.1971 the mod is working, but there are still some problems. There are alot of errors in the startup, and others while in game (tried both x32/x64, it's the same). In game, the graphics doesn't show up at all

Here is the first screenshot:


The graphics of the pipes are good, no problem at all, but when i try to put down the other buildings... this is what i get:


Every building (except the pipes) have this problem. But, it works. I've tried to connect some intake fans with the thermal thing, set up the temperature, connect some pipes together, put some vents (tried small and big ones) in a room and yes, it works! Tried -19°C and 31°C, i've not done further inspections because i think it works for every temperature (next time i'll try 1000°C XD). Ah, even if the graphics doesn't show up, there is no problem with the area between the intake fans (that white block around), it works (if I cover with something the white block, the fan stop working). And the red area (exhaust) in the vents and thermal things work too.

So, i think the mod works? Yes! There are some problems with the graphics, but I think you can fix this in 5 minutes ;)

Oh before i forget, there is the post of the hugslib log: https://gist.github.com/HugsLibRecordKeeper/84fc1fc5f820fdfe30fc1ee2a4d2e022
It's the startup log, don't know if you need one while in game.
#17
I'll try soon.

Thank you for the effort that you are putting in this mod! :D
#18
Quote from: thisbloke on July 21, 2018, 06:54:55 AM
Quote from: Jdalt40 on July 21, 2018, 03:59:09 AM
Recompiled for 1.0.1970, should be fixed.

No go for me either. I loaded by itself under Core, and then tried it again directly under Hugslib.

Yep, same here :(

Don't let this discourage you, i'm sure you'll find the real problem and fix it soon!
#19
Releases / Re: [1.0] Archotech Expanded
July 18, 2018, 12:32:40 PM
Yes. Yes! YES!!!

That's what I have in mind, a whole new material, that can be used for construction, art, weapon and why not, fiber? Archotech fiber, damn that sounds so good right? Archotech flak vests, Archotech cannon, Archotech plants! Ok maybe not the plants xD

But, to keep it semi-balanced, we need to make it so hard to find, and when you find some core... thing/s, you can proceed (Ancient Archotech Core Fragment/s?). Like, for example, in order to research these Archotech items you need an item like the AI persona core and then when you have it make an archotech research bench. Yes I think there is a lot of work to do but for me these ideas are promising.

Yep getting a repository working on github the first time it's a little bit tricky, but it's very convenient to have it
#20
Releases / Re: [1.0] Additional Tools Mod
July 18, 2018, 10:50:26 AM
Quote from: doc776 on July 18, 2018, 09:36:36 AM
he dug the entire base layout in the mountain in one day.
Give that man a wife. He seems to have lots of energy.
#21
Releases / Re: [1.0] Archotech Expanded
July 18, 2018, 08:01:36 AM
QuoteThat's true! I was planning on having research be higher than spacer or at least on par with it, and the components to making even 1 archotech limb would be insanely difficult to get considering their strength.
Well, i've got an idea. Why not creating a new era, the Archotech era. Yeah yeah, i know that the balance have to be perfectly in line with the vanilla, but still it's a good idea.

For producing these items well, we could use the bionics/archotech counterparts plus plasteel, uranium or wait... why not an archotech alloy?? A sort of plasteel+uranium, very durable and strong but very difficult to make.

In my opinion, this can be a great addition to the game. Tell me if you like this idea, maybe i can help you. I've done some amateur mods for me, nothing special, but if it doesn't need C coding well I can do it
#22
Releases / Re: [1.0] Archotech Expanded
July 18, 2018, 02:10:00 AM
...and they all lived happily forever!!

I will try this mod soon, gotta know how much powerful a pawn can be. Time to raid those raiders!
#23
Releases / Re: [1.0] Archotech Expanded
July 17, 2018, 06:47:37 PM
Quote from: Galvenox on July 17, 2018, 06:27:28 PM
just so you all know, it's available in steam workshop :P
Steam is for plebs, we want it here
#24
Releases / Re: [1.0] Archotech Expanded
July 17, 2018, 03:19:02 PM
Guys how can you all be so retarded??

Just kidding xD there isn't a download link, no one is insane, @teok25 just forget to give us the HOLY download link.

If you see, it's his first post so keep calm and wait for him to fix THIS MADNESS THAT IS COMPLETELY SPREADING IN THIS... in this... oh wait, my demons... i should try to implement a beautiful *Archotech Brain Melder* soon!

So, dear @teok25, as you can see the people of rimworld are waiting for your HOLY download link!
#25
Releases / Re: [1.0] A RimWorld of Magic
July 17, 2018, 10:53:34 AM
Hey this mod is not working why you don't update it you have to code 24/7 no free time no break!!1!!!11!

Just joking, xD

Anyway, jokes apart, this is a great mod and i'm enjoying it so much, don't mind if it doesn't work anymore, just keep your time, do your things. Updating the mod now is a pain in the... *ehem*... head. Fix the mod, Tynan break the fix, you re-fix and before you can think posting the fix Tynan break this and other 1000 fixes that you are just thinking to do.

Sooo, like someone before me said, enjoy the summer, or whatever you like, and keep up the good work, hope you the best :D
#26
Fantastic mod!

There is an issue in the settings menu though. When I slide from left to right (and vice-versa) in one slider, in the other sliders the pointer move too (not the number, only the pointer).

Don't know if this is intended, but if there is an algorithm behind (maybe to keep balanced the values) it should actually change the value and not only the pointer position.

Not sure if this is clear to understand (i'm not english), but I wanted to report this anyway and if you are willing to put a sort of balance in the values it would be really nice and not cheaty, because if my workers with lvl 5 of construction can always make excellent stuff thats a little cheaty xD.

Maybe this mod can work very well with an option with fixed values (the ones in the main post are great) and another option (disabled by default) with the possibility to change the values.

P.s: why not adding the possibilty for a lvl 20 worker to make masterpiece and legendary items only?
#27
Releases / Re: [1.0] Archotech Expanded
July 17, 2018, 02:43:01 AM
Splendid mod, i'll give a try soon.

If later on you want to create a research and a method to produce these items... well it should not be easy to produce, at least 10x more difficult to produce bionics.

I don't know if there is already in the game but it would be nice to have a trader specialized in bionics/arcotech, in my opinion this is better than the research

P.s: Why there isn't a download link? xD
#28
Quote from: Jdalt40 on July 16, 2018, 07:18:40 AM
Hey Vasumahesh1, I've updated your mod to 1.0 in your github, I reckon it'd be a help to you once you start updating ;)
Hi Jdalt40, i just downloaded the 1.0 update that you made for this mod but... it doesen't work (or maybe it should not work because it's a work in progress xD).

When i try to launch the game with the mod enabled (and only this mod, under core and no other mods) the game says that it's incompatible and keep deactivating it.

I'm posting a screenshot of the error if it can help ^^. Anyway, keep up the good work you modders around here  ;)

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#29
Well, i'm glad everything now is fixed :D
#30
Yes like @historic_os said it's crearly a mod conflict. I had this issue too, and resolved putting this mod as close to the core as possible (as shown in screenshot).
You can see I have a bunch of mods, and everything is fine.

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