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Messages - Blackraven6

#1
Mods / Re: [Request] Update or remake mod
September 11, 2020, 08:27:34 AM
Would've been great actually. But I'd rather try to ask author of Loading In Progress for this function.
#2
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6.1)
September 05, 2020, 07:41:46 AM
I think I did it. I'm confused, did I answer your message? I think I sent it and it just vanished. Do I have to be able to see the reply there?
#3
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6.1)
September 05, 2020, 04:15:53 AM
Ok. Not sure how to do that, but I'll figure out.
#4
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6.1)
September 04, 2020, 04:16:50 PM
You can use mine, if you'd like, cause fixing this half-machine translated one almost equals typing the whole thing again.
#5
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6.1)
September 04, 2020, 02:42:06 PM
Nope. Guess someone of fellow translators was faster to upload. Gonna check it out though, in case someone just google translated the whole thing.
UPD at first glance there are few mistypes, missing letters and a few funky things.
#6
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6)
September 03, 2020, 03:56:02 AM
BTW I can provide Russian localization if you need one. I don't really see the point, but there's usually someone wining about mods not supporting their local languages.
#7
Outdated / Re: [A17] Organized Research Tab v1.0.3
September 02, 2020, 10:24:49 AM
Any plans on updates to at least that unfinished 1.1 version? Or you left this work completely?
#8
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6)
August 27, 2020, 02:38:21 PM
Oh, ok. I'll try to dig in it than. There's no point bothering you for compatibility tweaks, if I won't be able to pull off this.
#9
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6)
August 27, 2020, 07:28:05 AM
Ohhh. Actually one more question. If I manage to understand how this whole thing works and add a standalone mod with a "rule"(not the list I've mentioned, something a lot simpler and smaller), that makes the tech level advance - will it still be compatible with your mod? Does it have to depend on it, or I can just add my own script, that will change tech level to what I want parallel to your rules? Hope my question makes sense. I don't need to use translators, though it's kinda hard to form my idea around some special terms  :-X
#10
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6)
August 27, 2020, 07:06:30 AM
I'm not familiar with C(only Lua-ish game engines) and Rimworld modding, so I have no idea how much of a work this'll take, but I appreciate, that you spend time to get the feedback and ideas ;) Like you said, maybe one day.
#11
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6)
August 27, 2020, 06:04:40 AM
Yeah) That is exactly, what I'm using right now. But sadly small mods, that add 1-3 thing usually tend to over-clutter the main tech tab instead of having their own. If only everybody, who doesn't want to make their own tabs used the same Misc tab, that stack up all the tables mods. Ah, wet dreams. For example, mods like turret collection(not to mix up with Definitely more cannons) adds like 4 additional industrial techs in the main tree, armor racks adds 2, if I recall. Just two mods - plus 6 techs to get to spacer and like 7-8 more to solidify spacer via 50% rule(till the time mods add something spacer in the main tech tree). Actually it won't be hard to make your own list if by default there will be only vanilla techs from the main tab to start with and then you can add or delete as you like. And even if making "from scratch" it's not that long to make a list, because you can add just the pinnacles of your tech branches. Lets say multianalizer tech cover about 1/3 of the whole tech before spacer, so you can add like 5 per tier and cover pretty much everything vanilla. I get your point about everybody's being lazy(I actually had no idea, that there's some additional hidden options on game start. Having tech to build generators from the start is sooo cheaty), but giving an option to choose is like the foundation stone of the whole modding. This mod is like infinite times better, than vanilla nothing, so it's great as is, but I don't think I'll be the only one to appreciate this function. Anyway, I hanged out the idea in the air, so it's your choice to go for it or not. Thx for the mod anyway  :)
#12
Releases / Re: [1.2-1.0] Tech Advancing (1.9.6)
August 26, 2020, 09:32:00 AM
Hi! First of all I want to thank you for a great feature. I think the importance of this mod existance is kinda underestimated.
Don't want to bother you, but will it be hard to add an alternative rule for a tech advancing via completing the, lets say, "core" researches? I like the idea of having advancement after completing all of the previous researches, but it's a bit funky for me, that to enter a spacer "age" I need to, for example, complete Psychite tea research I've abandoned long time ago or a Piano/Royal clothes. And I'm a bit frustrated by little mods, that don't have their own tech trees thus prolonging the list of techs I need to finish to get 100%. It would be cool to have like a customizable list of tech that are needed to be researched to finish their respective tech tiers. Something similar to Don't steal my walls and Minimize everything options. It would be highly adaptable to anybody's needs. Is it possible?
#13
Releases / Re: 1.1 Z-Levels
August 24, 2020, 06:00:28 AM
BTW can you use z-levels with Save our ship to make multi deck ship?
#14
Releases / Re: 1.1 Z-Levels
August 23, 2020, 06:27:37 AM
I have the same problem with power transmitting pylons as mostly everybody else. I'm pretty sure it's because the surface map is kinda twice bigger, than underground and up/down coordinates just doesn't match at all. Will it help if rather than making power transmitting pylons you will just add power transmitting properties to your manholes? Like they just trow the power cable down with ladder and connect power through it? Manholes, I think, are the most static things in this mod, so they can be used as anchors for the power cabling through levels without fear of being destroyed or moved.
#15
Help / Re: Mineral Scanner
August 17, 2020, 03:46:58 PM
Ain't it really dumb, that GROUND penetrating scanner needs to be put in the open air?) I understand the concept of long range scanner scanner as we don't have any ability to build radome over it, but the mineral scanner... Though I feel I saw someone's mod making it placeable under the roof on steam workshop a few weeks ago if it helps.