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Messages - Proximity_Microwave

#1
Thank you very much Supes for all the work you put into this mod. I'm excited to try the update.
#2
Help / Re: Unable to override core Def
December 24, 2016, 06:35:02 PM
Thank's for the explanation. That helps a lot.
#3
Help / Unable to override core Def
December 24, 2016, 06:25:00 PM
I am attempting to make furniture craftable from a crafting table, and made this XML block.

Quote
   <ThingDef Name="FurnitureBase" ParentName="BuildingBase" Abstract="True">
      <comps>
         <li>
            <compClass>CompQuality</compClass>
         </li>
      </comps>
      <DesignationCategory>Furniture</DesignationCategory>
      <minifiedDef>MinifiedFurniture</minifiedDef>
      <tradeTags>
         <li>Furniture</li>
      </tradeTags>
      <recipeMaker>
         <workSpeedStat>TailoringSpeed</workSpeedStat>
         <workSkill>Crafting</workSkill>
         <effectWorking>Tailor</effectWorking>
         <soundWorking>Recipe_Tailor</soundWorking>
         <recipeUsers>
            <li>TableFurniture</li>
         </recipeUsers>
<!--              <unfinishedThingDef>UnfinishedApparel</unfinishedThingDef> -->
      </recipeMaker>
   </ThingDef>

If I place this block in my own files it does nothing, but when I replace the section of the core files it's meant to override it works exactly as intended. I can't figure out why it doesn't work in my own file. I would really appreciate if someone could help figure out what I'm doing wrong. Thanks!
#4
Releases / Re: [A15] Auto Seller - (v1.1.1.2) (11-09-2016)
September 26, 2016, 05:25:04 PM
Here you go. I have an advanced rule for apparel  to buy up to two body armors and sell everything else, if that is helpful at all.

[attachment deleted by admin - too old]
#5
Releases / Re: [A15] Auto Seller - (v1.1.1.2) (11-09-2016)
September 26, 2016, 04:17:32 PM
it does not exclude any items, I enabled verbose debugging and loaded up my save after creating some advanced rules, and this is a screenshot of the error that came up.

[attachment deleted by admin - too old]
#6
Releases / Re: [A15] Auto Seller - (v1.1.1.2) (11-09-2016)
September 25, 2016, 02:03:06 PM
Hi. Sorry to bother you again, I seem to have found another bug. Advanced rules don't appear to work, and aren't kept when loading a save.
#7
Outdated / Re: [A15] Realistic Medical System (31.08.2016)
September 11, 2016, 02:26:37 AM
Is it intentional for the Pain Stopper implant to be treated like a transplanted organ?
#8
Releases / Re: [A15] Auto Seller - (v1.1.1.1) (02-09-2016)
September 06, 2016, 01:31:05 PM
Hi. I wanted to make a bug report. I always feel awkward making reports because it feels like I'm only showing up to complain and you're doing such great work with this. The bug that's bothering me is that Autosellers buy feature will only make complete orders, it has to either buy everything to meet the restock level you set, or buy everything the merchant has, but if you don't have enough silver for either, it seems to just skip over it.
#9
Thanks for updating! This is one of my favorite mods.
#10
Is anyone else having an issue with the Loadouts just not working. I set them up and assign them to colonists, and they never equip them. I can't make them pick up ammo either through the Loadouts or manually. I'm really confused. CCL and Combat Realism are the only mods I have installed.
#11
I just tried out your Blueprints mod, I really love it.

Might I make a feature request? Way back in Alpha 3 there was a mod called Vanilla+ that added auto-rebuilding, it would lay down blueprints for structures that were destroyed in raids or by fires. I've missed the feature and seems like it might fit in well with Blueprints.

Thanks for the great mods! :D
#12
I just tried this out and it's really neat. Liking it a lot.

Any chance the ballistic shields can be hidden when characters aren't shooting?
#13
Releases / Re: [A12d] Auto Seller - (v1.1.0) (21-12-2015)
December 21, 2015, 08:47:37 AM
Thank you a lot for the update. Seems to have fixed the bug. Hope you have a great Christmas.
#14
Releases / Re: [A12d] Auto Seller - (v1.1.0) (19-12-2015)
December 20, 2015, 11:09:15 PM
Forgot to say. Thanks a lot for adding the feature, I love your mod and the auto-buy is so great. This is a screenshot of what I was seeing. Should have included it originally. Both medicines are within the beacons range.

[attachment deleted due to age]
#15
Releases / Re: [A12d] Auto Seller - (v1.1.0) (19-12-2015)
December 20, 2015, 05:06:40 PM
I think I found another buying bug. It doesn't appear to take into account multiple stacks of an item in the trade window. I created a Rule to keep me stocked with 20 medicine. I had a stack of 21, and a stack of 5, and it wants to buy more to fill the stack of 5.