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Messages - joaonunes

#61
Outdated / Re: [A16] Set-Up Camp v0.1.0
January 03, 2017, 04:03:35 AM
Quote from: doodeeda on January 03, 2017, 03:44:11 AM
What's the difference between a camp and a colony that you abandon later? Do events not happen?

I'm playing a nomadic colony that's always on the move, and I was just planning on settling colonies and abandoning them as "camps".

The idea of this mod is to lay a camp whenever you want/need by using similar mechanics to the ones when you get attacked mid-travel, meaning that this camp will disappear from the map as soon as you leave it and will not stay on the map unlike what happens when you abandon a colony.

If you really want to be a nomad try this mod, put down a camp every once in a while and then leave taking everything with you. If you want to leave a camp behind to revisit at a later point you may want to keep creating colonies and abandoning them.
#62
Outdated / Re: [A16] Set-Up Camp v0.1.0
January 02, 2017, 06:06:28 PM
Sweet :D Another mod for my collection :P
#63
Outdated / Re: [A15] Don't Drop When Psychotic
January 02, 2017, 01:35:22 PM
Quote from: Love on December 21, 2016, 12:56:20 AM
Something changed from A16 unstable to A16 Release. WanderPsychotic is completely different now, I'm not sure if they even try to disrobe anymore.

So this mod is no longer required?

EDIT: I saw in a reddit post that this mod is no longer needed as A16 already prevents dazed colonists from dropping their clothes
#64
Quote from: Canute on January 02, 2017, 11:59:54 AM
Ok, be warned.
When you activate this mod on a current colony, all the work orders/priorities get mixed up.
Or at last this happen to me. A new work row "bed rest" appear and all settings right from it didn't match anymore.

I think you are either confusing something or it's another mod's fault because "bed rest" exists in the vanilla game since I can remember
#65
Quote from: deathstar on January 02, 2017, 11:25:53 AM
Confirming the carried clothing-bug. You can not drop them.
Also yeah, the centipedes are ridiculous. First one I killed dropped 10.000 12x64mm cartridges, if any more show up my map'll be filled up soon.

Check THIS out.  :o

WOOOOOWW change the code for the centipedes to use the weapons you like and you have free ammo supply for life xD


Skyarkhangel: Is this mod changing anything in the weight mechanics? Since in A16 there already is a "weight" value for most items I guess you would only need to adapt the mod to use the native weight system and keep the bulk value for balancing reasons (to prevent pawns from carrying way too much ammo into a siege, making them carry "humane" amounts of ammo and weapons).

Also, who should make the weapon compatibility patches? You or the weapon mod's owner? I am asking this because I keep seeing people ask for compatibility patches for this or that mod and perhaps you are the best person to tell people who to ask that for.

I also support the idea of placing a BIG RED WARNING IN NOTHING BUT CAPS telling people to stop asking for the removal of ammo from this mod.
Some of the comments to this idea have been rude and there's no reason to it... Skyarkhangel has already stated that he will NOT remove the ammo system but this comment from his is lost somewhere in all the comments. Making it well visible would be in most people's best interests.
#66
Outdated / Re: [A15] Expanded Traits and Misc Mods
January 02, 2017, 10:47:15 AM
*Double post for the bump*

The mod is working, just ignore the version warning (or change it yourself before installing the mod)
#67
Quote from: XeoNovaDan on January 02, 2017, 06:05:51 AM
I may or may not do that, but it'll be a module if I do. Not all people might want it so that those incapable dumb labour will still plant cut.

Yeah, add two versions, one without the dumb labor fix and one with it. A module system would overwrite the original mod anyways, might as well make it a separate mod/version.
#68
Outdated / Re: [A15] Expanded Traits and Misc Mods
January 02, 2017, 03:39:28 AM
Quote from: TheFlameTouched on January 02, 2017, 12:08:09 AM
I'm going to assume you tried it on A16 and it didn't work. In that case yes there will be an update either later today or tomorrow. C:

yayy :D I haven't tried it yet though... :(
#69
Quote from: Love on January 01, 2017, 09:17:43 PM
Quote from: joaonunes on January 01, 2017, 08:38:26 PM
will this also prevent the stupid occurrence where some pawns are able to grow but can't cut because of traits/backstory? You know, similar to the mod "Haul It"?
Yeah that would be a really useful fix.

It shouldn't be hard to make a mod for that effect though... just a quick look at the "Haul It"'s code and just recreate it for the plant cutting.

I can do it myself in 8 hours, I just arrived to school so I'll have no time for a while :P

EDIT:
Actually I just looked at the code and what you need to do is to remove everything inside the <workTags> tag and plant cutting will no longer be stopped by traits or anything similar


<WorkTypeDefs>

  <WorkTypeDef>
    <defName>PlantCutting</defName>
    <labelShort>Plant cut</labelShort>
    <pawnLabel>Plant cutter</pawnLabel>
    <gerundLabel>Plant cutting</gerundLabel>
    <description>Cut or harvest plants as designated.</description>
    <verb>Cut</verb>
    <naturalPriority>500</naturalPriority>
    <requireCapableColonist>true</requireCapableColonist>
    <relevantSkills>
  <li>Growing</li>
    </relevantSkills>
    <workTags>
  <!--<li>ManualDumb</li>
      <li>PlantWork</li>-->
    </workTags>
  </WorkTypeDef>

</WorkTypeDefs>
#70
will this also prevent the stupid occurrence where some pawns are able to grow but can't cut because of traits/backstory? You know, similar to the mod "Haul It"?
#71
Quote from: XeoNovaDan on January 01, 2017, 10:29:45 AM
Quote from: Love on January 01, 2017, 10:17:35 AM
I still would really love a buffed shield for the melee pawns.

Alrighty. I'm not sure how many other people think the same so for now, it'll be a component mod. Does a 20% buff on max energy and perhaps 10% on recharge rate sound good?

It depends... Does the shield keep recharging constantly while taking damage? If yes then increasing the max energy is more "Balanced" than further increasing the recharge rate.
If the shields only start recharging after taking no damage for x seconds then you can go either way... The player will obviously benefit the most from an increased recharge rate because he is smart enough to pull the pawn away to recharge the shield at increased pace.

I'd say increase the max energy. Seems the most balanced between player vs computer.
#72
Outdated / Re: [A16] Better Shooting Skill (v1.0)
December 31, 2016, 11:58:14 AM
Perfect :D I can see now :D

Looks cool, too bad it does not work with Combat Realism (although I can't remember if CR already has a similar system or not...)
While the other weapon mods do not release a CR compatibility patch I will use this :P level 20 shooter with 30% chance to hit at max range seems low...
#73
Outdated / Re: [A16] Better Shooting Skill (v1.0)
December 31, 2016, 11:52:13 AM
Quote from: XeoNovaDan on December 31, 2016, 11:47:49 AM
Quote from: joaonunes on December 31, 2016, 11:46:33 AM
Quote from: XeoNovaDan on December 31, 2016, 11:43:40 AM
Okay, I'll try photobucket

If I access the image's url it open a webpage with the image, what you need is the "raw" image url, which must have an extension at the end of the link

Okay, so I'll need to make it into a html or something? I've done the absolute basics of that at school... I'll try it if that's necessary

No xD

You need to look at the photo in the website you uploaded it to and somewhere there should be a set of links, some of them might even have the "[img]" tags already.

For example the link http://prntscr.com/dq3e3u which you used for the first image leads me to a webpage with an "album" containing the picture.
This link however, http://image.prntscr.com/image/f9f7d82598084c3fa90e92b3d6ced165.png, leads me to the actual picture, but this link should be somewhere in the place where you uploaded the picture. You need to find the links for each picture and put them in the [img] tags here in the forum
#74
Outdated / Re: [A16] Better Shooting Skill (v1.0)
December 31, 2016, 11:46:33 AM
Quote from: XeoNovaDan on December 31, 2016, 11:43:40 AM
Okay, I'll try photobucket

If I access the image's url it open a webpage with the image, what you need is the "raw" image url, which must have an extension at the end of the link.

The webpage should have somewhere an area with the shareable link for the image only, not the webpage
#75
Outdated / Re: [A16] Better Shooting Skill (v1.0)
December 31, 2016, 11:43:04 AM
Quote from: XeoNovaDan on December 31, 2016, 11:36:41 AM
Quote from: joaonunes on December 31, 2016, 11:29:18 AM
Can't see images... hard to see what this actually does without being able to see the stats/math behind the mod (the comparison would be great to be able to see)

Okay, I've changed them over to lightshot. Any better? I can't see them at all now, so not entirely sure.

Still the same, can't see them.

Aren't you missing the file extension in the link?