Are better coolers/vents going B18? The vanilla models look so foreign to me

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Show posts MenuQuote from: Linq on December 02, 2017, 06:18:12 PM
Updated to B18.
Quote from: Marcvs on November 30, 2017, 04:46:28 PM
Hi, will there be the EPOE patch for B18?
Quote
Cannot draw radius ring of radius 80: not enough squares in the precalculated list.
Verse.Log:Error(String)
Verse.GenDraw:DrawRadiusRing(IntVec3, Single)
AbilityUser.HarmonyPatches:TargeterUpdate_PostFix(Targeter)
RimWorld.Targeter:TargeterUpdate_Patch1(Object)
RimWorld.MapInterface:MapInterfaceUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Quote from: UnlimitedHugs on November 28, 2017, 11:04:07 PM
Updated to 1.13.0
Happy explodin'!
Quote from: Torann on November 26, 2017, 09:57:29 PM
I like the idea of skill variation, it was a part of the original design, but never really got implemented because I've struggled with a good way to put it in. Right now everything, except the initial buffs, has a 100% success rate. Do you envision the tiered traits originating from the same base trait? (probably too easy to save/load to get what you want?) Or maybe several base traits that would advance to a respective full mage trait?
QuoteIt's probably too far outside the scope to make multiple tiers of mages for each skill line, ie master fire mage, adept fire mage, novice fire mage, especially if it varies the spell behavior. This has a way to blow up real quickly...
It might be in the realm of possible to make several global skills available to different trait levels, and/or some of the spells only available to higher tiers. Alternatively, I could introduce a spell success chance across all spells that could cause the spell to fizzle or, less likely, backfire. This could be tied to a global skill that would reduce the chance for spell failure.
QuoteAs far as catalysts - I think if I did this, it would be a lot like the "infused" mod, that adds a unique property to items, instead of being a new item itself. Thoughts?
QuoteI'll consider something like an arcane study/altar/lab etc. I think this would include added functionality for jobdrivers, thoughts, etc in the game to allow a pawn to 'use' the furniture, not really familiar with those modules so not quite sure what the overhead would be.