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Messages - Smacher305

#1
Outdated / Re: [Mod] (Alpha 6) Trader Tweaks
August 14, 2014, 06:38:08 PM
Quote from: Grimandevil on August 14, 2014, 04:36:28 PM
Actually, if u build brick roads and walls, there will be not so much spare stone.
But thats not the case. Do u think its logical that a space ship trader would transport stones from one place to another?

If said "stones" are well chiseled and masterfully crafted into building blocks.
#2
Outdated / Re: [MOD] (Alpha 5) Atomic Power
July 15, 2014, 02:10:20 AM
Quote from: Psyckosama on July 14, 2014, 04:12:42 PM
Quote from: Smacher305 on July 13, 2014, 03:21:56 PM
also great mod btw, several explosions have taught me the value of triple stone walls and paying attention to reactors.

Oh, its going to get worse. With the improved fire code I'm going to restore it to Alpha 3 settings... which added a rather massive FIREBLAST effect.

lol all i know is, when that reactor went off it blew right through both stone walls, traveled 10 blocks, blew through a metal wall and proceeded to tear up part of my colonists rooms(yes i know i probably shouldn't put a nuclear reactor next to their rooms. oh well xD) thankfully the bed was just out of reach.

I would welcome a bigger fiery explosion though. Might teach me a lesson once and for all :p
#3
i wanted to just play with it anyway so i simply spawned it in with god mode and disabled it afterwards. its a fun combination, really adds to the flavor of the game whilst not making it extensively hard
#4
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 14, 2014, 01:51:59 PM
Yea it really isn't much of a problem,  and the small inconvenience it causes can be just as easily fixed by letting people know something like (True border of shield is ~1~ block closer to center) or something of the sort.

All in all i just wanted to help, so at least the information is known now ^_^
#5
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 14, 2014, 12:52:25 AM
I believe it might be easier to simply make the shield aura texture 1.5 squares smaller than it is now. i'm not sure but wouldn't that accomplish the same goal? like changing the texture of a settler from a colonist body to a weapon. it's still the same entity, it just looks different. Wouldn't it be easier(and less problematic) to just follow the code than to alter it?( I have almost 0 modding experience so if what i just said was very dumb then please forgive me, i'm trying lol)
#6
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 14, 2014, 12:02:08 AM
Quote from: jaxxa on July 13, 2014, 11:24:49 PM
One thing to note is that the blue shield circle is just an approximation of the area that is being protected.

What happens if you have a larger overlap by moving the shields closer together and have the turret further away from the edges of the shield?

http://puu.sh/aapwu/3651baeedf.jpg
That was indeed the problem.The circle around the generator is actually a false outline, with the true edges being about a block or so closer.

In fact, the edge seems to be exactly about a block closer than the outline shows. or rather 1.5 blocks up down and to the sides, and 1 block diagonally. As evidenced by the bottom right turret firing. The heavy turret has a misplaced center as well, but judging from the basic turret it does not matter.

Turret test: http://puu.sh/aaqrZ/b39eee0db2.jpg
#7
Mod works like a charm, turns a broken from mods game into a playable one lol. any chance it could fix the incompatibility between colonist creation and tech tree minami? i noticed that activating zz comp after both mods DOES make the game work, but since colonist creation effectively disables the initial colonist spawns(thereby removing the drop pods, rock rubble, and the crt that should spawn in minami) the player has no way of advancing in the game as they can't build a research table.

Thank you for the mod, it works great(and modding is half the fun to me, so it's extremely welcome and useful lol)
#8
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 13, 2014, 11:05:13 PM
So i did another test, and i'm not really sure what to think of how it works lol. putting the turret in this location allows me to shoot only directly down: http://puu.sh/aam5C/7e3765ac25.jpg

whereas putting it in the center(notice the turrets center is also a bit off) allows it to shoot only through the left shield. http://puu.sh/aamct/ca1f9093dd.jpg 
this isn't that much of a problem, isolated defenses are entirely possible. And if the enemy gets inside of your own shields chances are it's going down anyway. would just be nice if you could make a defensive wall using shields(that embrasure idea seems like a plausible workaround to most problems)
#9
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 13, 2014, 10:34:55 PM
Quote from: jaxxa on July 13, 2014, 08:42:30 PM
Currently the shields should all work independently of any other shields in the area. So if a gun is within multiple shields it should be able to fire out as long as the bulled never enters a shield (that is does not start inside). If that is not what you are finding can you post a screenshot where this issue is happening and I will look into it.

i see.... perhaps it was that the turret is off center and the "true" center of it is on the bottom left corner, which is where the shields edge was traversing... sadly the save file with that situation is gone (with the amount of mods i have on, i can't load games. only play through in one sitting) ill test it again in a moment
#10
Outdated / Re: [MOD] (Alpha 5) Atomic Power
July 13, 2014, 04:06:00 PM
Quote from: BetaSpectre on July 13, 2014, 03:44:31 PM
Radiation Resistance/Immunity is an actual in game trait it does nothing but still its there

therefore, one can infer that the rimworld might have a few nasty surprises..... lol
#11
Outdated / Re: [MOD] (Alpha 5) Atomic Power
July 13, 2014, 03:21:56 PM
Quote from: Psyckosama on July 10, 2014, 07:42:27 PM
Quote from: forsaken1111 on July 10, 2014, 02:25:58 PM
So with the new clothing system could you add in a radiation/hazard suit to protect from the radiation around the reactor?

Hm. That's an idea, but not really doable until we unlock the option to trade in clothes. after all, people with radiation suits just don't show up to kill you.


We don't know that do we? after all.. it IS a rimworld.Who knows what kind of dangers exist outside of the colony and what raiders have to be prepared for...for all we know there are radioactive creatures the raiders have to fend off at home and whenever they go out to pillage they bring along at least 1 radiation suit guy to clean up w.e mess they find.... or create. "just in case".

also great mod btw, several explosions have taught me the value of triple stone walls and paying attention to reactors.
#12
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 13, 2014, 03:14:31 PM
Quote from: BetaSpectre on July 13, 2014, 02:01:37 AM
If the shields overlap then I can imagine why the gun doesn't fire just imagine the shield is a mirror that reflects things from the outside when they overlap the mirror reflects what's inside of the bubble and that means your gun can't fire through although if its not shooting at all that's another problem
i understand but keep in mind,the gun is inside BOTH shields. logically, it should be able to fire out through either shield. instead what occurs is the gun shoots and the projectile is immediately  destroyed by one of the shields.

Honestly i'm fine with this, the mod is amazing already and the thought of being able to defend my base indefinitely from a siege through shielding and nuclear reactors is... awesome to say the least lol.

This is what i was talking about btw, notice how the shields simply conjoin like a bubble instead of forming separate overlapping zones: http://static3.wikia.nocookie.net/__cb20111008202233/starwars/images/6/64/Battlegrassyplains.JPG
#13
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 13, 2014, 12:08:57 AM
so does anyone know what would happen if you overlap shields? i had a defense set up where the mid turret was covered by 2 generators. i did not notice that it was not firing(or rather firing.... at my own shields... and taking them down.)instead of being able to shoot through both. i was honestly expecting something along the lines of that scene in star wars, on alderaan, where the shields were mounting and complimenting each other.

But i digress, point is does this always happen or is that heavy turret just really unlucky?  i'll experiment but it doesn't matter much, turrets from mod are too op lol
#14
Outdated / Re: [MOD] (Alpha 5) Atomic Power
July 10, 2014, 01:24:37 PM
Might want to remove the link to the alpha 3 version, it's possible others would download that one believing it to be current(i did not even notice the first download link lol) and think the mod broke their game or is bugged. thankfully i checked the version manually but others might not have the same thought process lol
#15
General Discussion / Re: Core mod disabled
June 26, 2014, 12:17:29 PM
For future reference, if you activate a broken mod or a mod on the wrong version, or if you disable the core game, simply delete ModsConfig.xml located in
C:\Users\(Your username here)\AppData\LocalLow\Ludeon Studios\RimWorld\Config

and the game should revert from the black empty screen to the original one again.