Is there anyway we could get the Locker as a standalone mod? Like without the rest of Clutter or the furniture assembler?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages1
#2
Outdated / Re: [A14] Community Core Library v0.14.3.1
November 04, 2016, 06:57:34 AM
Waiting for CCL after Halloween like

But seriously I really appreciate the work you're doing, keep up the good work... but I need my CCL dependent mods ;_;

But seriously I really appreciate the work you're doing, keep up the good work... but I need my CCL dependent mods ;_;
#3
Outdated / Re: [A13] More Factions Spawn (4/11/2016) v1.01
June 04, 2016, 05:06:37 AM
I found a bug in my new A13 save where human factions raids, visitors, traders, etc wont spawn. When I remove this mod it seems to work fine.
#4
Help / Re: Modding mods.
December 26, 2015, 11:02:50 PM
Thanks found the source code. Dunno why I didn't think of that.
#5
Outdated / Re: [A12d] ESM - e's small mods (Combat Realism version of Smooth Wall)
December 26, 2015, 08:53:35 AM
Thanks. I ended up getting more coolers to get the freezer to work but I just started using redist heat and I wanted to know how it works in vanilla.
#6
Help / Modding mods.
December 24, 2015, 11:10:31 PM
How would I go about modifying an existing mod? I want to stop using a certain mod mid-game but it causes bugs. I inspected the assembly and it looks like I could just keep the mod and change one line of code but I'm not sure how to do it.
#7
Outdated / Re: [A12d] ESM - e's small mods (Combat Realism version of Smooth Wall)
December 24, 2015, 06:13:55 PM
Not sure if this is because of mountain temp but I can't seem to create a freezer in my mountain base. Anyway is there any way I can disable mountain temp mid game?
#8
Help / Re: Modifying Bills.
November 16, 2015, 02:24:47 AM
That makes sense. I was thinking thresholds might be good to avoid pawns walking somewhere far away to only do the job once, but it's a rare case and its probably better to make the interface simpler. Still wish you could have max skill though. Hopefully Tynan will add it. Shouldn't be too hard.
#9
Help / Re: Modifying Bills.
November 06, 2015, 11:16:02 PM
Hey, I've been trying out your colony manager and its pretty neat so far. There's a few ideas we had that it seems you haven't done yet. Setting start and stop thresholds (i.e. start crafting when <50 but stop when >60) and a max level restriction, for when you want to raise skill of lower level pawns. Do you think this would be possible in your mod?
#10
Help / Re: Modifying Bills.
November 02, 2015, 05:49:15 AM
I haven't had much experiences with namespaces so I didn't think of that. I had a look at the source code for your colony manager. So you've just made your own tab and such and not messed with the core too much. I probably wont work on this any more, since your manager seems to do almost everything I was thinking. Still thanks for the help. Just curious, what are the methods that the player's use to add/remove/reorder bills that you talk about? I'm guessing the ability to set thresholds and item condition requirements isn't a part of that.
#11
Help / Re: Modifying Bills.
November 02, 2015, 12:38:49 AM
Okay so say I change the ShouldDoNow method in the Bill_Production class, would I need to change the WorkGiver_DoBill.JobOnThing method that uses it? To me it would seem to be used in the same way as before (i.e. if ShouldDoNow returns true, do job). Did you have to modify the Bill classes and all that call it for your colony manager. I'll have to have a look at how you did it.
#12
Help / Re: Modifying Bills.
October 31, 2015, 10:39:16 PM
Really? That's the only way? Well I think its only a few classes I need to modify. Still, how would I override core classes them with a mod? Also using CCL looks like it would help reduce the number of classes I need to modify and improve comparability with other mods? I not sure how relevant it is to what I plan though.
I've been meaning to try colony manager. My friend I'm working on this with likes it. Sounds like you can do everything we were planning with bills with it though.
I've been meaning to try colony manager. My friend I'm working on this with likes it. Sounds like you can do everything we were planning with bills with it though.
#13
Help / Modifying Bills.
October 31, 2015, 09:57:28 AM
Hey all. I'm new to modding but not programming. Sorry if this is a too noob question for the forum, but I had trouble finding helpful and complete information on the topic. I have an idea for a mod that extends users control over bill creation. I've been reading the decompiled code on how bills work. However I'm not sure how I could extend the capabilities of the bills without modifying the core code or overriding it and having everything that pointed to it changed and so on until the whole game is changed. I assume this is a common problem in modding so I assume there's a known solution, but I can't seem to think of it. The main part of the mod would involve adding additional Bill repeat modes (e.g. do until X) but to actually add new functionality I would need to modify the Bill_Production class. How would I do this? Is there another way?
Pages1