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Messages - szypkiyakwonsz

#1
Any idea whether this mod became abandoned or not?
#2
Releases / Re: [A16] Orassans
February 03, 2017, 03:07:32 AM
Hey Diana, I think I've found something You might want to check.

In Your ThingDefs_Races\Orassan_Race You're making Your own subclass BaseOrassan, which isn't used anywhere. Few lines later in Alien_Orassan definition You're using BasePawn as parent definition instead. I don't know whether it's intentional or not, but why the heck would You want to make class that isn't necessary?

This is making Your mod the only one CR-compatible among other Alien races mods (because CR-related properties like inventory mass or ammo carrying are built around BasePawn), but I'm not sure if You're not missing some features of AlienRace.
#3
Quote from: Hammerhead on February 02, 2017, 05:02:33 PM
I've been checking back in this thread pretty much every day to see if the ductwork has been reimplemented yet. I've never been around when a working version was available, so the hype is real. Here's hoping things are going swimmingly on your end, Morgloz.

Same here. My daily routine: Wake up, walk the dog, eat breakfast, go to work, log in at workplace, check the RedistHeat, make "awwwww" sound and go back to work.
#4
Quote from: AN7AG0NIS7 on January 31, 2017, 10:49:11 PM
Haplo, I love you! Perfect timing too. I just launched 30 colonists into space last night and only have 16 MAIs left.

Wtf, someone is actually rescuing his colonist instead of watching as they die in utter sorrow as their colony is turning to ashes by raiders and centipides? Didn't know that aspect of the game.
#5
Since I am impatient as hell (and deeply in love with my Asari colonist), I was staring at Your code long enough to figure it out. I've found that other faction mod - Orassans - is CR compatibile, so I was trying to look for the differences and probably found an issue in Orassans mod (who cares, Asari > dumb cats).

In ThingDefs_Races/Race_Asari You had a definition of Your own Pawn Base, ("BasePawnAsari"), which was causing CR incompatibility, since all the CR features (mass, bulk, ammo usage) are focused on BasePawn. I know that I should rather give Your new and proud race the same features using changed CR files, but it was wayyy easier to just change in:

<ThingDef Class="AlienRace.ThingDef_AlienRace" ParentName="BasePawnAsari" Name="Asari_Base" Abstract="True">

targeted ParentName to BasePawn, which already had all the functionalities. This is making Your own parent def BasePawnAsari not used anymore in further definitions. Savage as it is, seems to work flawlessly. I'm not satisfied with this though and will try to do it properly, but right now, well - my blue colonist awaits.

TL;DR
I had been changing random things in code until it was CR compatibile. Patch for compatibility in attachement.


P.S.
Please do not shout at me for messing with Your code...

P.S. 2
Still not compatibile with Psychology - I think that that mod is using it's own pawn subcategory? I'm unsure about this however.

[attachment deleted by admin due to age]
#6
Any chance of getting the CR compatibility patch for MAI? I didn't want her to feel op, so she's currently mostly doctoring our troops, but she told me she's crawing for the fight.
#7
Can we get a CR patch for this? I've tried to make my own, but since I'm working mostly using Copy-Paste Law from other CR patches, there's a ton of bugs due to my lack of skill. But afaik, it shouldn't be that hard... and I am already in love of my beautiful violet gay counselor. Please don't make her wait to grab the ammo :D
#8
I know that forums should be limited to substantive posts and fruitful discussion but

OH YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
#9
Hey Dub, I think I've found an issue. Sending colonists for the longer trips is nearly impossible, since all the positive effects vanish while they're still pissing over themselves. This leads to constant mental breaks, more frequent as journey goes, to the point where they are not moving forward at all due to their condition.

Or maybe thats intentional...
#10
Outdated / Re: [A16] Hygiene (2017-1-14)
January 20, 2017, 03:16:02 PM
Hey Psychology, is there any chance You could add a "washer" building where the colonists could put their clothes instead of just throwing them around? Or simply force them to undress before bath to nearest stockpile?  They're making a lot of mess :D
#11
Mods / Re: [MOD REQUEST] Gates and doors
January 20, 2017, 11:15:33 AM
That would be AWESOME. Just vault doors would be cool, but rescaled core doors to 2x1 could cure my "oh God that's not symmetrical" butthurt. And same kind of medieval tech level gates just from wood in order to prevent early raiders from YOLOing inside.

Please please please let me know when You finish :D
#12
Mods / [MOD REQUEST] Gates and doors
January 19, 2017, 03:44:27 PM
Since I haven't found such mod around, could anyone make a mod that makes... more doors? Or just bigger ones?

I mean, this 1x1 door isn't really suitable for main colony gate IMHO. We are having embrasures lying around, barbed wires flying everywhere but still no suitable colony gate. Just door 3x1 or 4x2 or something like that, which Your flicker could manually open and close (they wouldn't open and close themselves, heavy gates doesn't have time for that). Relatively more sturdy and costly.

My HACKERMAN skills are not enough for this task, but it doesn't seem really undoable. Anyone? Please?
#13
AWWW YISSS thank You!

Can't wait for Lewis' update tho.
#14
Hey Adalah217, did You did the CR patch for bows as well? Not present in v.03, previous links are dead as doornails.
#15
First Set up camp, then camping stuff and now this? Goddam awesome!