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Messages - MisterLock

#1
Releases / Re: [1.0] Set Up Camp - once again
August 08, 2018, 11:04:00 AM
Oh my god I freaking love you, THANK YOU FOR THIS!
#2
I like so totally forgot that was a thing... please excuse my ignorance...
#3
So... I want to modify the output the mining at the Core Drill... But I cannot for the life of me get where should I look, I tried looking in both Buildings_Production_CoreDriller and WorkGivers_CoreDriller with Notepad++ but I couldn't find the different bill options that you get in game, is the output hidden in the Assemblies folder?
#4
Should probably notify you, latest updates for 1.0 broke table dinner.
#5
Releases / Re: [B18] Mending
July 24, 2018, 07:34:39 PM
Quote from: Kiame on July 24, 2018, 02:11:00 AM
Updated to work with the latest 1.0 unstable version:
https://github.com/KiameV/RimWorld-Mending/releases/download/1.0/Mending.zip

I was just gonna post that the mod became broken, now I want to thank you for noticing and updating it all on your own accord, gracias.
#6
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
July 13, 2018, 05:52:55 PM
Any chance for this to be working with 1.0 Pre-Release?
#7
So does this mod have literally any effect on Randy? I installed it and even set the value of trade ships to 1 day in between but it still seems like they come whenever Mr Random wants...
Just asking to make sure, I did read what you said about ally interactions being completly based on the storyteller's will if you play with Randy.
#8
So little question...How do you get clay in the desert?You set the requirements for the soft clay producer to be placed on shallow water but in this build you cannot have water if you play on non coast/swamp maps.I remember in the old version the clay extractor actually produced water for the clay extraction process.Ideas?
#9
Quote from: mipen on March 22, 2015, 01:29:01 AM
Quote from: MisterLock on March 17, 2015, 05:18:22 PM
-snip-
I think you'll be happy to hear that I have finally added clay back in and it will make an appearance in the next update! Sorry for the massively long wait D: It is now a stuff item, slightly lower quality than ordinary stone, and can be used to build floors/any stuff related things. There will be a designator to tell colonists to manually collect some from mud/shallow water, and a machine which is placed on mud/shallow water and produces a little bit of clay automatically every 4 or so seconds. When it is collected it comes in the form of soft clay which must be baked in the electric smelter to produce bricks which are used for construction :)

Can't wait!Thank you!
#10
Apologies ahead...I know I'm really persistent.
Now onto my question,Can I expect the clay mod to in Update 7?Or even better if you do get around to update it can you release it as a standalone like back in the days?
I so honestly hate keeping on askin this question,I would update it myself honestly If I had any competence at all with Rimworld's code.
Thanks in advance Mipen
#11
Quote from: CrazyJayBe on March 15, 2015, 01:01:48 PM

What?

I'm not saying I deleted anything. In fact, there was nothing in there as I've been using only vanilla up to this point. Well, okay, "Core" was in there and I left it alone like I was supposed to. What is this Ludeon folder? That wasn't in the instructions.

Look folks, I know I posted a lot of stuff to read but I made sure to explain my problem.

So far I've been given the "Call-Center" treatment here.

It's fine. You know what? I paid $30 for an unfinished game that requires other people to come in and mod it.

Just like Skyrim.

Just like Oblivion.

Just like Space Engineers.

Shame on me.
You know...I do not want to seem like an ass,I really don't,but you did in fact pay for a unfinished game,it's title for updates are :Alpha X,so the first issue is adressed right there,it's a alpha and you gotta treat it as such.As for the modding experience you have?No one is forcing you to use the Epyk Pack,if you really want mods you can just mash mods into the mod folder until it breaks you do not necesarely need a pack for a modding experience,it just makes it more convenient.Skyrim wasn't unfished,altough betheda did support the modding community,same as Tynan does for this game,he relies on the modding community to add stuff that should be in the game while he develops new mechanics to put into the game.Also it's not anyone's fault that some according to you,one of your friends has a working version of Alpha 9 working with the epyk pack for alpha 8(which I seriosuly doubt).How about this?Instead of coming onto the forums and saying that you are getting "call center treatment" how about calling or talking to your friend and asking how he installed these mods so you can replicate it yourself.
#12
Quote from: Rikiki on March 13, 2015, 04:36:16 PM
Quote from: Fox on March 13, 2015, 05:45:50 AM
new colonist texture - 100% shit
Could you explain this sentance?
It seems to me you are insulting JabbaMonkey's work. >:(
If you don't like it, nobody forces you to use it. As this is not constructive criticism, keep this post for yourself.

While he was an extreme ass about it,which I do not like,not one bit,I must agree that the humanoid textures are...let's say not optimal,I for one don't want to go snooping around the whole game texture's folders to replace everything except the Humanoid's,so that kinda prevents me from installing this texture pack.
#13
General Discussion / Re: I have created a monster...
March 07, 2015, 03:12:31 PM
Pretty sure you installed Jabba Monkey's texture pack..He changed the humanoid forms into something...well....let's just say they are not my taste...
#14
Are you gonna take the time to read the comments that gathered up while you were busy?Mine is somewhere in there,mentioning clay again....(This is my third post about it,you can tell I really want brick stuff)
#15
Let me rephrase my question:Will I be able to use this mod with zombie apocalypse,I've been thinking of trying playing it again for quite some time now(Last time I did was Alpha 6 I remember)but at the same time I cannot live without the ability to repair my colonists and upgrading them with artificial organs.I know that there's another mod that does include bionics and has a compatibility patch for ZP but yours is simply better in my opinion(no offense to the other owner) and waaaay more evolved.So if I cannot play Justin's ZP with your mod would you consider working on a compatibility patch for it?