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Messages - Zoimos

#1
Sorry for no update! tbh I haven't played rimworld in a few months now as there are other games I want to finish first before returning to this game

Not sure I'll get around to updating it soon but if someone else wants to take over the mod they are welcome to do so
#2
Quote from: JuliaEllie on April 27, 2015, 11:44:11 AM
Hey I just updated VeinMiner and it works with any ore now. I especially tested it with Expanded Mining. Cool mod btw - I love the design. No more work arounds or anything needed.

Nice work! will be really useful for when I want to add more ores!
#3
Coal power plant is working again! also added a coal feeder so use that instead of a hopper now.
#4
updated to alpha 10

having problems with the coal power plant as it is un-selectable and not working so will need time to work out how to fix so it disabled in this version.

once I get it the coal power plant working again I will release the a new update.

not played a full game with this update yet so please report any bugs you find!
#5
Quote from: Incompatibility on April 01, 2015, 07:01:52 PM
Bug report

Creating rimsteel at an electric furnace requires rimsteel and steel rather than rimnium and steel.

redownload the file, fixed it yesterday but its still the same version!

Quote from: LustrousWolf on April 01, 2015, 04:30:29 PM
Quote from: Zoimos on April 01, 2015, 04:05:54 PM
riminium is found in veins but is rare.
rimsteel is stronger than plasteel but is heavier.

there is craftable armor like the power armor which is split between heavy and light, heavy offers more protection but slows you down more.

I plan to rework the armor in the future as I'm not that happy with it atm!

yes thank you! also you know how you can craft armor? could you make it possible to craft simple weapons maybe? so have a simple bench for light power armor and simple weapons such as a pistol and pump shotgun and etc, then a heavier smiting bench for heavy armor and more powerful weapons? i just found it a bit weird how only armor could be crafted and not weapons as well :) (also make the weapons craft able out of the different materials, so say aluminium pistol and stuff, also change the damage and durability of them? so a titanium pistol would last longer than a aluminium pistol but also does more damage?)
sorry i know i am asking a lot, but there all ideas :)

EDIT: also copper seems to be too rare, i struggled a lot early game as there were not many copper veins and they were very small when i did find them. or you could change things so they need less copper? because a switch atm costs 25 copper, which i think is a bit unfair.

Also, what do i use tin and aluminium for? they do not really have a use, all i have used them for is aluminium to make helmets and armour (because i had a fair bit of it and nothing to use it for) also i cannot make bronze, due to there being so little copper. (meaning i cannot use the tin as i have no copper to make bronze)

armor is made at the smithing table. I have thought about doing craftable guns with the new metals but I'm not a fan of being able to create them with just metal plus changing guns like this will causes problems with other gun mods
#6
riminium is found in veins but is rare.
rimsteel is stronger than plasteel but is heavier.

there is craftable armor like the power armor which is split between heavy and light, heavy offers more protection but slows you down more.

I plan to rework the armor in the future as I'm not that happy with it atm!
#7
Quote from: Erathu on March 30, 2015, 12:41:27 PM
still recipe to make rimsteel requires rimsteel o_O
make update pls or I dont understand why so

sorry fixed it but forgot to upload it!, Its updated now so just re download (its still same version number)

Quote from: LustrousWolf on March 30, 2015, 07:14:30 PM
Hello, so to make plasteel on here it says devilstrand and riminium, but on the game it says cloth and riminium, which one is it? D:

sorry its cloth now, ill update it.


Sorry for the lack of updates lately, been busy with work and studies as well as playing some other games that just been released!

#8
I noticed that in my current game and was wondering if it needs a buff or just unlucky, I'll give it a buff in my next update
#9
I swear I fixed that! thanks for the bug reporting, will be fixed in the next update
#10
both mods change the same vanilla item so there will be issues, if you know how to edit a xml it easy to fix, you can change

open ExpandedMiningBuildings_Power in the ThingDefs folder of my mod and find the power switch and change

<thingClass>Building_PowerSwitch</thingClass>

to

<thingClass>PowerSwitch.Building_PowerSwitchMod</thingClass>

I've not tried it but I think it should work!

or if you just load the power switch mod after this mod that mod will work but it will cost steel instead of copper.
#11
Updated!


Quote from: cheetah2003 on March 10, 2015, 10:08:26 AM
it's not showing coal anywhere.. here some screens from my game.. first is uncategorized, second is categorized.  as you can see, not only is coal not showing, its not even accounted for in any of the totals.

 

Didn't know it could be sorted like that! makes my screen a lot cleaner now. it should be there now under raw resources with the new version.
#12
Quote from: MarvinKosh on March 09, 2015, 10:03:28 PM
Hey there! I've made an addon which will make Expanded Mining resources show up on the oddments trader (from my Winter Is Here mod) which means that you'll have a semi-regular supply. It obviously requires both mods to be installed and activated, though.

Also, I've attached a couple of textures which you can use for the Furnace so that just the back of the table takes the stuff colour. Just throw them in the textures folder of the mod, make the graphicPath point to Textures\Things\Buildings\Furnace and add this to the Def:

    <shaderType>CutoutComplex</shaderType>


Thanks of the textures for the furnace! its just a placeholder atm (along with most textures!) and was planning to do textures but its not something I've done before so will take a while to get to a good quality.

Think ill add a new trader carrying all new stuff in my mod to help make it compatible with other mods, it can still appear on the bulk trader as its a resource but only as a small chance.

Quote from: cheetah2003 on March 10, 2015, 03:06:55 AM

Fantastic mod,  Thank you so much for making this.

One small problem I wanted to point out I've noticed:  Coal does not appear on the categorized resource readout anywhere.

coal should be under resources/fuel
#13
I like the meditrain table just a few things that could help, my doctors prefer to use it instead of treating people and they forget to eat/sleep when got a big pile of corpses to cut up

keep up the great mods!
#14
Mods / Re: [Mod Request] Nonlethal weapons
March 09, 2015, 01:25:11 PM
https://ludeon.com/forums/index.php?topic=6034.0

there is some non-lethal stuff at the bottom!
#15
Is it ok if I make a compatibility patch for it to work with my mod (Expanded Mining) that adds more veins to mine?