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 - Cefwyn

#1
If you load your own toons in Prepare Carefully, then start the game and have it revert to default toons:
- Do not load previously made toons! Old ones don't work anymore, make completely new ones.
#2
Like I said, I am using the 14 beta 2 version, not the old 13 one. But it's solved, I tried loading toons I had saved from V13 - those dont work anymore. After creating the same toon completely new, everything was fine.
#3
Any idea why I keep on starting with random guys, even after setting up my own toons? Using 14 beta 2 on Steam Version.
#4
This isnt ideal, but it is due to the vents being placeable only on Walls, and ClutterWalls arent regular walls. Once you take out:


<comps>
            <li Class="CommunityCoreLibrary.CompProperties_RestrictedPlacement">
                <compClass>CommunityCoreLibrary.CompRestrictedPlacement</compClass>
                <thingDefs>
                    <li>Wall</li>
                </thingDefs>
            </li>
</comps>
<placeWorkers>
            <li>CommunityCoreLibrary.PlaceWorker_OnlyOnThing</li>
            <li>RedistHeat.PlaceWorker_WallChecker</li>
</placeWorkers>


from Building_Duct.xml you can place them.
#5
Added a Sendspace download, hope that helps.

If not, if you can recommend a no-signup-required hoster, im all ears.
#6
Outdated / Re: [A11] - Compatibility Updates
July 03, 2015, 06:34:57 AM
And here an update for:
Extended Surgery and Bionics V1.8B by Minus (Original Post)
Download on page 27, post 404 HERE
#7
Alright - Update to A11 should be done!

Download here (Dropbox).

Let me know if something isnt working.

Content belongs to original author - will take down if requested.
#8
Thanks :D
#9
Could someone get me the A10 version? Would like to take a look at the code.
#10
I like the idea of medival shields - any way you can restrict them for use with 1h weapons only though? That might make me use pistols and such more often.
#11
Outdated / [A11] - Compatibility Updates
June 28, 2015, 09:36:42 AM
This is an update for:
Defend That Colony! by elStrages (Original Post)
Download in original thread HERE
#12
Alright, got an update for A11 up, download it from:
Dropbox
or
Sendspace

Changes:
<eType> gone

<graphicPath> replaced with a new structure <graphicData> that also contains <texPath>, <graphicClass>, <linkType>, <linkFlags>

<linkDrawerType> replaced with <linkType>

<blueprintgraphicPath> replaced with a new structure <blueprintGraphicData> that also contains <texPath>

Additionally, texture calls to the included Sandbags_Blueprint_Atlas and Wall_Blueprint_Atlas didn't work anymore, so I added those to the mod out of a community resource posted by skullywag.
#13
Loving the mod, there are just a few kinks left. One tiny issue is the spelling in several descriptions - takes the immersion away.
As a start, you could replace the description text of the Sabre Fortress Shield (under \SCA10Core\Defs\ThingDefs at the bottom of the file 'Buildings_Security') with:
Quote
   <description>By refocusing the primary coil system into a vertical configuration the shields range can be extended. While lacking the Sabre's Fire Supression mode it covers a larger area and gains the ability to disrupt the avionic systems of DropPods, causing them to crash with terminal velocity.</description>

There may very well be mistakes in my text as well - nobody is perfect  ;)
#14
It doesn't work with A10 out of the box, but is very easy to update.

Simply go to "Mods\DefendThatColony!\Defs\ThingDefs", open "Buildings_Structure.xml" and replace every instance of MaxHealth with MaxHitPoints .

I think there were a total of 6 or 8 instances.
#15
I'd also prefer the original (automated) switching. For me, that is just what the research is for - to get an an autonomous system that needs no colonist input.

While I'm commenting already anyway:
Is it possible to get the in-wall switch back? Or a more inconspicuous switch?
The in-wall switch was more aesthetically pleasing, and had the added benefit of not needing as much space within the room, making it easier to put down another wire for appliances to connect to.
A more inconspicuous switch (basically just smaller, or placed to the side of the tile) would just look nicer. I just dislike these big circles in the middle of a tile.