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Messages - RoxTaze

#1
Quote from: Coenmcj on October 25, 2014, 07:13:25 PM
But will it blend? That is the question.

Some things in rimworld are still hardcoded, Solar flares might be uneditable so that something could stop them in a localized area.

Quote from: Igabod on October 25, 2014, 08:42:10 PM
Quote from: Coenmcj on October 25, 2014, 07:13:25 PM
But will it blend? That is the question.

Some things in rimworld are still hardcoded, Solar flares might be uneditable so that something could stop them in a localized area.

There is a mod out now that adds hydroponics basins and lights and a turret that all operate without being connected to the power grid and still function during solar flares. So I'm sure it's possible.

Yep! I made Apothecarius HiveMind building immune to SF's like in that mode... but i think for Jaxxa it will be more easy than for me.
#2
Well... the most obvious addition to shield system is capacitors - they can be like some sort of Hoppers (can be placed nearby) but only store a shield charge in quiet periods, charging shields back when siege comes.

Second interesting idea is create semi-remote shield system, connect a wireless energy transfering and shields. (for example - Charger produces charge, then through some sort of cables(mod own cables) transfer it to transmitter, which dispense the charge between shields.)

AAAAnd the most tasty - EMP or Gamma-Shields that protects any electronics during a solar flares. (This is be most useful idea because many mods and sometimes - Game itself rely on volatile tech. (Yep... i'm looking at JuliaEllie's Apothecarius and EVERY hydroponics basin in the game.)
#3
I have some ideas for this mod, but i'm not sure about it's efficiency - they may be too imbalance for early times.. (but helpful later.)
#4
I have one idea about Paste dispencer - Spawn it with portable research terminal (probably near it, may be damaged.) with hopper and make it dismantable? this also lead to some sort of compatiblity patch.
#5
I think i found it - i think Immersive Rim mod makes this Error by overwriting the Hopper Settings with Paste dispenser, not so serious. (just some indian coding tricks and it should start work properly.)
#6
Yeah... me too. I check the hopper code in mod files but everything is normal there.
However hoppers still don't get missiles and auto-loaders won't change situation.