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Messages - FangoWolf

I have had this happen on two straight games as well.
Outdated / Re: [MOD] (Alpha 4) Fusion Generator
June 08, 2014, 04:22:17 PM
Updated to Alpha 4 menu scheme.
Mods / [Request] New Projectile Damage Type
May 23, 2014, 08:42:29 AM
It would be nice to have a shrapnel damage type.  Square hit takes full weapon damage and surrounding squares take 1/4 the damage.  Perhaps to make it more flexible, an effective blast radius that keeps 1/4 the damage. 
Help / Re: Help request: Why won't this mod work?
May 14, 2014, 06:04:35 PM
<researchPrerequisite>Rejuvenation Tech</researchPrerequisite>

This tag requires you to research before it will show
Help / Def Properties List
May 13, 2014, 06:48:30 PM
Before I keep going on this, has anyone compiled Property lists.  I'm a little over halfway on the ThingDefs.  Example  (The formatting is all messed up but...)

altitudeLayer -> Item,LowPlant,Filth,DoorMoveable,BuildingTall,FloorEmplacement,Waist,Floor,Pawn
alwaysHaulable -> true, false
alwaysShowCount -> true,false
   damageAbsorption -> 0.03,0.08,0.3,0.8
   graphicPath -> various
   layer -> OnSkin,Shell,Middle
   commonality -> 100,50
   tags <li> BasicShirt </li>

baseMaterialType -> Transparent,PlantCutout
basePrice -> 1.5,4.0
beauty -> ugly,NiceTiny,Gorgeous,Neutral,UglyTiny
bed_healTickInterval -> 2000,1000
Bed_ShowSleeperBody -> true,false
blockLight -> true
blueprintTexturePath -> various
   defaultPlantToGrow -> PlantPotato
   doorClosedSoundManual -> DoorClosedManual
   doorClosedSoundPowered -> DoorClosedPowered
   doorOpenSoundManual - > DoorOpenManual
   doorOpenSoundPowered -> DoorOpenPowered
   ignoreNeedsPower -> true
   plantsDestroyWithMe -> true
   spawnConceptLearnOpportunity -> BillsTab
   supportsPlants -> true
   turretGunDef -> Gun_TerretImprovised
   burstCooldownTicks -> 300
   turretTopTexturePath -> various
   wantsHopperAdjacent -> true
   foodCostPerDispense -> 10
   soundDispense -> DispensePaste

bulletImpactSound -> BulletImpactMetal
canFilthAttach ->true
castEdgeShadows -> true
category -> Item,Palnt,Filth,Building,Ethereal,Pawn
cleaningWorkToReduceThickness ->150
colorGenerator -> Class="ColorGenerator_StandardApparel"
   <li> <weight>10
combatTargetBuilding -> true
comps <li>
   <compclass>CompForbidable CompPowerTrader,CompGatherSpot,CompGlower,     CompExplosive, CompPowerBattery</
   <explosiveDamageType>Bomb </

constructionEffect -> ConstructMetal,ConstructDig
costList -> <li> <thingDef>Metal</thingDef></li>
coversFloor -> true
defaultStorageSettings ->
   <allowances> <categories> <li>FoodRaw</li> </categories>
   <exceptedThingDefs> <li>Human_Meat</li>
designationCategory -> Structure,Furniture,Security
designationHotKey -> O
destroyOnHarvest -> true, false
destroyable -> false
drawerType -> MapMeshOnly,RealTimeOnly,MapMeshAndRealTime
drawGUIOverlay -> true, false
drawMat -> null
eatEffect -> EatVegetarian
eatenDirectThought -> AteRawFood
eType ->
   Item, Plant, Door ,Building_PowerConduit, SteamGeyser, Bed, BuildingComplex,    Building_ResearchBench, Building_Chair, Building_Table,    Building_Turret,Building_CommsConsole,BuildingInert,   Building_PowerPlantGeothermal, Building_Battery, Apparel, Pawn

fertilityFactorGrowthRate -> 1.0,0.4,0.5
fillPercent -> 0.25,1.0
filthLeavings -> <li> <thingDef>SlagRubble</ <count>2</ </li>
fixedStorageSettings ->
   <allowances> <categories><li>weapons, FoodRaw</ </ </
flamabiltiy -> 1.0,0
generateClusterSizeRange -> <min>3</  <max10</
groundPlantable -> true,false
growthPer20Ticks -> 0.48,1.0,0.45,0.14
harvestedThingDef -> RawPotatoes
hasInteractionSquare -> true
holdsRoof -> true
iconMat_ForPrisoner -> various
itemSurface -> True
inspectorTabs ->

interactionSquareOffset -> (0,0,-1),(2,0,0),(0,0,2),(0,0,3)
interactSound -> MetalDrop
killedLeavings -> <li> <thingDef>DebrisSlag</ <count>2</ </li>
leaveResourcesWhenKilled -> true
leaveTerrain -> roughStone
lifeSpan -> 500000,200000,140000,60000,800000
linkDrawerType -> CornerFiller,Transmitter,Basic
linkFlags -> <li>Wall</li><li>Rock</li><li>Minerals</li>
maxFoodYield -> 6.0,4.0,0,7.0
maxHealth -> 100,85,120,240
menuIconPath -> various
minFertility -> 0.5,0.3,0.4,0.05
mineable -> true
mineableResource -> Metal
minGlowToGrow -> Overlit,Lit
naturalBuilding -> true
neverMultiSelect -> true
neverOverlapFloors -> true
nutrition -> 5,40
overDraw -> true
passablity -> Impassable,Standable,PassThroughOnly
pathCost -> 15,10
placingDisplayRadius -> 7.9,25.9
placingDraggableDimensions -> 1
placementRestricters ->
purchaseable -> true
quality -> Raw,Plant

recipes -> <li>various</li>
repairEffect -> Repair
researchPrerequisite -> Stonecutting
resourceCountPriority -> First,Last,Middle
restEffectiveness -> 0.8,1.0
roomBarrier -> true
rotatable -> false
seedEmitAveragePer20kTicks -> 0.40,0.35,0.05
seedShootMinGrowthPercent -> 0.6
seedShootRadius -> 3,15
selectable -> true,false
size -> (1,1)
stacklimit -> 75,1
staticSunShadowHeight -> 1.0
storeCategories -> FoodMeals, ResourcesRaw, PlantFoodRaw,Manufactured
surfaceNeeded -> Light,Heavy,Diggable
terrainSourced ->true
texturePath -> various
ThingClass ->
   Building, ThingResource, Meal, BuildingDoor, SteamGeyser, Building_Bed, Building_WorkTable, Building_PlantGrower, Building_ResearchBench, Building_EquipmentRack, Building_Chair Building_OrbitalTradeBeacon, Building_Glower,Building_TurretGun, Building_CommsConsole,Building_Grave, Building_GibbetCage, Building_PowerPlantSolar, Building_PowerPlantSteam, Apparel

tickerType -> rare,Normal,Never
topWindExposure -> 0.1,0.3,0.08
transmitsPower -> true
usesStandardHealth -> true,false
wildCommonality -> 0.3,0.7
workToBuild -> 350

Ideas / Virus Attack
April 22, 2014, 11:14:37 PM
Virus Attack - One of the raiders has a virus program.  He will hunt out a powered object and upload a virus.  The virus will attack a random system on that power grid with a % chance of success.  The virus will have a chance to spread to other systems if the initial hack is successful.  Shutting all power to the systems might be a good way to purge the system.
Outdated / Re: [MOD] (Alpha 3) Fusion Generator
April 21, 2014, 12:26:06 PM
Anyone rolling up mods into a package is free to add fusion to their collection.  You can change the graphic, or monkey with the values.  None of my self worth is tied into the mod and I can always change my personal copy if I prefer :).
Outdated / Re: [MOD] (Alpha 3) Fusion Generator
April 20, 2014, 11:55:18 PM
Sure, if you can make it better, I'll update it.
Hit the "config" button for the bill and make sure there are stones in the range for the bill.
Outdated / Re: [MOD] (Alpha 3) Fusion Generator
April 14, 2014, 10:10:16 AM
Yes the Stonefloor texture by itself is too big to load to the site.  If the texture was better I would probably put them together, but it needs work.
Outdated / Re: [MOD] (Alpha 3) Fusion Generator
April 13, 2014, 10:49:48 AM
I've added a link to my stone floor.  The texture doesn't mesh very well yet, but it does brighten the dark stone floors.

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Outdated / [MOD] (Alpha 4) Fusion Generator
April 13, 2014, 10:26:39 AM
I have updated the Fusion Generator to remove the description error for Alpha 3 409.  The tech still must be researched and resources required are 300 metal, 200 stone, and 20 uranium for 2500 power.  Updated for Alpha 4's new menus.  Stonefloor has also been updated on Google drive.

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Help / Re: Floor textures
April 09, 2014, 11:52:15 PM
I added some stone flooring at 1024x1024, but if I lower the size it changes the scale and my rocks are way too big.  At 1024x1024 the png alone is to big to post to the site.

And by lower the size I mean cut and paste a section into a png @ 128x128 or some such

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Bugs / W|0.2.363 Haul jobs ignored in Prison areas
March 22, 2014, 07:16:40 PM
Alpha 2 Windows 0.2.363

If there is a prisoner in a prison area, haul jobs will be ignored until they are converted.  I had captured 2 raiders and was out of prisoner beds, I added a temp sleeping spot to a existing prison area.  One of the prisoners died three steps from the bed.  There was also a piece of slag debris in the prison area. The prisoner turned out to be one of the difficult to recruit.  You could not prioritize hauling the body and the debris marked for hauling was ignored.  When the prisoner turned, the body and debris were immediately hauled away.

Ideas / Go to Colonist button
March 13, 2014, 04:40:02 PM
I seem to waste alot of time looking for colonists with high values in certain stats.  Perhaps in the overview screen a button to go to the highest skilled worker in a trait would solve the problem.  I seem to look for social, shooting, and construction the most.