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Messages - unifex

#1
Unfinished / Re: [WIP] Shower
March 16, 2016, 02:23:09 AM
I've re-added the Github content, though it would be out of date with regard to the current game. There might be some stuff in there worth using.

Has Ludeon implemented Steam keys yet? I'm out of date and having changed email address a few times, it's annoying to have an email-based distribution.
#2
General Discussion / Interrupted digsites
July 20, 2015, 10:23:34 AM
I'm a tad too lazy to search for it, but one thing that I find very frustrating is digging into a mountain and having my complex plans interrupted with a newly discovered 'area'.

I don't know the answer to it, but it's annoying to me, after you spend a bit of time setting up the chambers you want etc, and then have it pulled out from under your feet with an internal lake or gap etc.

And more z-levels. C'mon, its not that hard.
#3
Mods / Re: Mod Recruitment Thread
March 17, 2015, 09:09:48 AM
My advice is that if you're a programmer, artist, or otherwise, is to do your own thing and not spend time on something that will profit another person. Take from that what you will.
#4
From memory you need one right next to each pod, and just one detonator.
#5
Unfinished / Re: [WIP] Shower
March 17, 2015, 04:26:43 AM
Sorry about that, I'm consolidating github accounts. I'll test it against the latest version at some stage and put it back up.
#6
Does anyone know if this works with alpha 9? Its one of the go-to mods for me; I'll give it a shot and see in the meantime but if there's any subtle issues or bugs that might bite me that anyone has found I thought I'd check.
#7
May not help so much, but I think most graphic artists nowadays use a graphics tablet and stylus, so that might be easier for you if you're better with a pencil vs the mouse.
#8
Unfinished / Re: [WIP] Shower
February 16, 2015, 08:35:03 PM
Presumably yep given the cryptosleep caskets, I'll dig out the mods again when the new alpha hits.
#9
General Discussion / Re: Call for public testers!
February 04, 2015, 08:55:28 PM
I'd be happy to test it out :) I'm in the process of selling the house but I'll have sufficient time to kick the tyres I think.
#10
Help / Re: Recipes precise cost
January 15, 2015, 06:04:25 PM
Quote from: Rikiki on January 13, 2015, 04:09:30 AM
There are 3 parts in the recipe:

  • <ingredients>: fixes the needed ingredients (it can include specific ThingDef like "RawPotatoes" or categories like "RawMeat")
  • <fixedIngredientFilter>: indicates the list of things the cook can take its ingredients from (usually the same as in <ingredients>)
  • <defaultIngredientFilter>: filter used to automatically select or deselect some ingredients from the <fixedIngredientFilter> (is for example used to remove human meat from meal by default! ;))
I hope it is clearer. :)

Its a good summary, but I wonder when you'd need a different 'fixedIngredientFilter' to the actual 'ingredients' ie if my recipes needs A, B and C, why would I have a fixedIngredientFilter of D, E and F?
#11
Help / Re: Item limitations
January 15, 2015, 05:59:04 PM
Not sure its exactly along the lines, but in here:

https://github.com/calmhorizons/innerworlds/blob/master/iw-base/src/main/dist/Defs/ThingDefs/BaseItemsMisc.xml

and

https://github.com/calmhorizons/innerworlds/blob/master/iw-base/assembly/Innerworlds-Base/Items/AetherInfusion.cs

there is an AetherInfusion, which bumps up a new research skill for the colonists. The UsedBy method in there could be used to add a thought.
#12
Help / Re: Different fabric temperature multiplier?
January 15, 2015, 05:50:08 PM
Quote from: Igabod on January 15, 2015, 05:41:26 PM
I just started messing around with creating a new wild animal for a mod and have decided that the best way to create new fabrics with the temperature multiplier offsets is to make new animals. If anybody wants to contribute new animal textures to the cause and specify what temperature offsets and armor offsets the leather provides then please do.

I'm fairly sure I played with different leather types for making apparel, and none of those values transferred across to the final garment. Or did I get that wrong? Its only the recipe values that end up being used.
#13
I've done all my images in Inkscape (some Gimp) if you need any SVG's to use:

https://github.com/calmhorizons/innerworlds/tree/master/iw-base/src/main/dist/Textures

Both of those tools, Inkscape moreso, are pretty horrible from a UI perspective I think, but you do end up getting used to them. To the point Gimp is (imo) as good as Photoshop once you've battered the UI into submission (maybe not with the range of plugins etc). The iw-base directory level contains a few other smaller mods with textures in those too. None too good, but if you need Inkscape examples they might help.
#14
Help / Re: Different fabric temperature multiplier?
January 15, 2015, 05:11:39 PM
I looked into this a bit when I noticed my new apparel recipes' products weren't affected by the materials they used. Tried to work around it (I think by doing something in SpawnSetup which calculated what I thought should be the resulting value, but the values lay on the Defs, not the items themselves) but this ones a core one.
#15
Mods / Re: complex world generation inquiry
January 08, 2015, 04:06:01 AM
It'd be quite cool, but impossible with the current codebase afaik. One thing I'd like to do is be able to completely generate a map and have them as excursions I guess, and then return them to their home (exploration, new caves, new wormholes etc).