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Messages - ITOS

#1
I tested installing this mod on Alpha 14 using an existing save. Working so far.
#2
General Discussion / Re: Feeling great!
June 18, 2015, 05:14:01 PM
Quote from: Jimyoda on June 18, 2015, 04:46:37 PM
She's a refugee, these horrible conditions you've subjected her to must still be better than wherever she ran from. She's just happy to be well fed, rested, and to have a roof over her head, and to uhh have trees just outside her room?

She also had a gunshot in her head. That may have contributed in a way.
#3
General Discussion / Feeling great!
June 18, 2015, 04:02:10 PM
Just great! :D

[attachment deleted due to age]
#4
Outdated / Re: [MOD] (Alpha 10) Glassworks IX
April 18, 2015, 03:35:11 PM
Quote from: Der Failer on April 18, 2015, 11:57:15 AM
Hey ITOS,
i just found that your mod throws this:
XML error: <joyGainPerTick>0.00015</joyGainPerTick> doesn't correspond to any field in type JobDef.
Turns out that you used joyGainPerTick in the Jobs_Glass.xml when it should be joyGainRate. It also look like you then need to change the number as well.
The problem is that even after changing this the colonists still refuse to watch TV. So i did so more testing and got it working :)
The second thing i found is that the JoyGiversGlass.xml the thingDef is Television and is there for linking to the vanilla TV, instead of your TV.
To finally get it to work the giverClass (in the JoyGiversGlass.xml) must be JoyGiver_InteractBuildingSitAdjacent instead of JoyGiver_WatchBuilding. I've no idea why JoyGiver_WatchBuilding, which is used in vanilla, is not working but who wants to stand in front of a TV anyway.

An other thing i don't quite understand, the specialProduct Smelted in the recipe for glass. From what i have seen the only does something it if ingredient of the recipe has a smeltProduct defined in its ThingDef (like Guns or SteelChunks), but this does not apply for RockChunks in vanilla, nor in your mod, so all it does after all is preventing the use of "Do until you have x". So could you please just get rid of it?

Anyway after all the complaining i want to point out that i really like this mod. :)

Thank you. I'll look at fixing these things. I need to make an update anyway to fix the glass table which I accidentally broke.
#5
Outdated / Re: [MOD] (Alpha 9) Glassworks IIX
April 18, 2015, 02:40:40 AM
Quote from: Enjoyment on April 18, 2015, 02:11:31 AM
Quote from: Enjoyment on February 24, 2015, 12:35:16 PM
One of my most favourite mods... Great job.. But, what does "IIX" means? Is it eight (which is VIII) or nine (which is IX)  ::)
Quote from: ITOS on February 24, 2015, 01:19:27 PM
"IIX" stands for 8. I always found double subtractives to look better.
Why it was "Glassworks III" than, instead of "Glassworks IIV"? ;)[/size]
I admit to not being consistent on that point. It's probably because III is much more common while higher numerals are not seen often enough for me to be influenced by that norm.
#6
Outdated / Re: [MOD] (Alpha 9) Glassworks IIX
April 16, 2015, 04:54:18 PM
Quote from: vagineer1 on April 16, 2015, 02:18:50 PM
When will Glassworks be updated for Alpha 10?

Give it some time, jeez. ::) I just saw the new alpha a couple hours ago.


...

It's updated now. :P
#7
Outdated / Re: [MOD] (Alpha 9) Glassworks IIX
February 24, 2015, 01:19:27 PM
"IIX" stands for 8. I always found double subtractives to look better.
#8
Outdated / Re: [MOD] (Alpha 9) Fireproof Conduits (v1.0)
February 22, 2015, 04:15:27 PM
How do you keep metal from catching on fire? Use more metal! Logic! ;P

I would try using something else, like 1 metal and 1 stone. Since that would lead to extra work I would remove the research requirement.
#9
Outdated / Re: [MOD] (Alpha 9) Glassworks IIX
February 21, 2015, 02:08:10 PM
Quote from: Epyk on February 21, 2015, 11:39:17 AM
Glassworks appears to be causing a long host of errors.

Damn, uploaded the wrong files. Should be fixed now.
#10
Outdated / Re: [MOD] (Alpha 9) Glassworks IIX
February 21, 2015, 10:37:11 AM
Updated for Alpha 9.
#11
Mods / Re: [Mod Request] Mountain Roof Removal
January 25, 2015, 01:37:20 PM
It's a quick edit to the vanilla RoofDefs.

[attachment deleted due to age]
#12
Outdated / Re: [MOD] (Alpha 8) Glassworks VII
January 08, 2015, 01:35:18 PM
Quote from: Rikiki on January 08, 2015, 10:00:08 AM
In a more detailed way: ;)

  • Open the Mods\Glassworks\Defs\RecipeDefs\Recipes_Glassmelting.xml file with any text editor (notepad++ ::))
  • Line 19: replace "</categories>>" by "</categories>"

Thank you. I'll fix that when I update next time. Might be while though, trying to colonize Laythe.
#13
Outdated / Re: [MOD] (Alpha 8) Glassworks VII
December 20, 2014, 08:28:45 AM
Quote from: Kilderon on December 20, 2014, 08:19:47 AM
Found an odd interaction error when trying to track down a more serious error, not sure if it's being caused by Glassworks VII or Mod Order (https://ludeon.com/forums/index.php?topic=7454.0) I figured I'd post it in both threads with the details.

Loading either mod alone causes no error, but loading the two together gets you: XML error: &gt; doesn't correspond to any field in type ThingFilter.

Error is visible immediately upon closing the mod screen. Starting a colony is not required. Attached is a cropped image of the debug screen I get.

I've seen it but I don't understand what the error means. It doesn't seem to cause any problems while playing so I've just ignored it.
#14
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
December 20, 2014, 08:22:00 AM
Quote from: iame6162013 on December 20, 2014, 08:04:48 AM
i think you could just have it as a mod, last time i checked it would override the core textures
I suppose having it as a mod would make it easier to turn on and off depending on what colony you're playing. Although, my hope is to find a way to get the game to not generate these scatterables in certain biomes.
#15
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
December 20, 2014, 07:53:03 AM
I didn't like the scattered rocks and smudges of dirt covering the pristine snow so I made a couple of blank textures to remove them. Of course, downside is that this removes them from other biomes as well.

I've attached the files in this post. Anyone who want to remove the smudges, unzip the content to Mods\Core\Textures.

[attachment deleted due to age]