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Messages - Dubwise

Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
June 29, 2019, 06:33:18 AM
still working on it, i post lots of screenshots and chat about it on my discord if you are interested
updated mint menus with latest mp friendly version, includes some general improvements.
added mint minimap mod to the list, works in mp, includes a ping tool for annoying each other.
not a bug, i just leave it up to players to figure out if they want to have them hanging off walls or not, they could hang off other kinds of buildings, anything you want, else i would have to have them fall to bits when you deconstruct the bit of wall you placed it on, and placing them over walls puts them in some kind of void of space between rooms, and yada yada its just better to have them inside a room, im pretty sure players have worked out how to rotate by the point that they are building my aircon units
Releases / Re: [1.0] Rimatomics | Rimefeller
February 12, 2019, 11:35:04 AM
Pushed updates for Rimefeller and Rimatomics.

Added multiplayer support.
Added gore to marauder and punisher hits.
Increased armour penetration on marauder and punisher.
Added critical hits to tesla and obelisk.
Tesla and obelisk now only fry corpses if they get a critical hit.
Improved icbm - bug fixes, increased speed, draws over fog.
Increased icbm speed.
Made nuclear blast more deadly.
Added abort launch button on silo.
Added abort countdown on warheads.
Fixed research step check bugs.

Added multiplayer support.
Fixed oil grid saving.
Added pipe connection to pod launchers.
Added bill tab tooltips and an alert for the new bill tab.
Releases / Re: [1.0] Rimatomics | Rimefeller
February 05, 2019, 07:43:56 PM
people ask about that kind of stuff fairly often, i don't really have the time, but the thing is that you have so much excess power already that electricity is the best way to transfer energy from reactors to central heating in a controlled way, and if you are using rimefeller then you can just pipe chemfuel directly into gas boilers which is the best way
i was redirecting them to your mod, but most were already using it, or often people asked for full dirty clothes system with laundry which i don't have time for, but like i said i can't really patch your mod from my end since its not my code, i just spent the last week or so struggling to update my own mods with support for multiplayer, i bitched and moaned about it at first because of the extra work, but mp support wasn't going to magic its way into my mods so i just got on with it
er..ok well there isn't some grand conspiracy, i still think it doesn't make sense to wash clothes worn by corpses, not for my mod anyway, but i passed the point of trying to stick to and explain my own ideas a long time ago because it just wears me down, hence adding loads of options for stuff like thirst which i really don't like. So many people bugged me about it for so long that one night i said sod it and added a basic washing job based on like composting or something to the washing machine graphic that i already put in as just a cosmetic thing that someone could have modded if they wanted to. Its not as if over a year ago i schemed and plotted to add a working washing machine one day in the distant future, i'm not petyr baelish lol.

As for adding support for mods to use water, i only just got around to adding water usage to my own mods Rimefeller and Rimatomics a couple of months ago, and also i think there might be some confusion because adding support for water usage in another mod isn't actually something i can do, that would be like telling CE to add support for Rimatomics, it has to be done the other way around, if someone wants to add water usage they just need to add a CompPipe to their building using a defextension or xpath or something along those lines, and then do a bit of reflection to push or pull water or sewage from the pipenet if it exists, for me to add the support to a mod would mean harmony patching their buildings and trying to prefix postfix or transpile water and sewage usage into the right places with numbers that they have no control over and not being able to save anything like buffers and yada yada. So in the end i'm a bit confused about what the problem is exactly, i just started giving in to demands :(
Updated Bad Hygiene and Rimkit to work with multiplayer, skylights should work already, still working on a mint update
Updated Paint shop, now works with zetriths multiplayer
Releases / Re: [1.0] Rimatomics | Rimefeller
February 01, 2019, 09:18:37 PM
i have absolutely no idea how that would have happened, nobody else reported anything like that, there must be a mod scooping up random resources to make terrain out of that's my only guess, if its to do with the coloured materials you can disable them in the mod settings now
Releases / Re: [1.0] Rimatomics | Rimefeller
January 31, 2019, 10:22:54 AM
I have uploaded updates for both mods

Added support for Combat Extended, Punishers can load and fire, HEL's can track and shoot down mortar shells.

Added drop pod scrambling to the ATOM upgrade for the TACS, enable on a SACS, prevents pods from landing in the center of the map.


-Added a mod setting to disable coloured materials, works with saves & defaults all materials to plain versions, useful if you don't care about colours or you are using Dubs Paint Shop.

-Completely changed the oil grids, but saves should still work & shapes shouldn't change.
-Oil fields are now single objects, wells tap into the whole field & it has a total capacity.
-Oil well pressure stays constant for a long time and then starts to fall, oil fields can regenerate.

-Resource console now has a custom bills tab, add bills for refineries to do work.
-Use the console to to set a min & max range on oil & fuel storage so wells or refineries stop running when the max is reached and start up again when the minimum is reached.
-Use the console to set a stockpile count for when to stop pumping fuel into cans.
-Limit the crafting skill level range allowed for the console manning job.
-Improved the job drivers for manning the console and drilling wells.
-Improved the fuel pumps, each pumps their own fuel rather than first empty spot on the net being filled to full first.
-Slowed down oil spills, but they now drain the oil field.
-Shrunk the power plant and reduced its power output but made it minified.
-Added a massive rotatable power plant.
-Added napalm refinery.
-Fixed remove pipe designator not showing the pipe grid.
-Fixed pipes not connecting to valves when flicked off.
-Other general refactoring and and tweaks and things i already forgot about.

If you like my mods and the updates then here's my donation page ;)
Releases / Re: [1.0] Rimatomics | Rimefeller
January 17, 2019, 07:46:57 AM
you can't really use dev mode to try it out, the best thing to do is play normally and go through all of the custom research which has pretty detailed instructions
Pushed an update for paint shop, it needs a little bit more testing
Pawns now have to do a manual paint job to paint things, like roofing.
There's a settings menu (cog next to close button) where you can switch off job mode.
You can also toggle the paint tool button to being limited to the orders menu.
You can now paint bed sheets by holding ctrl while painting them, they need to have a normal layer of paint as well to activate it.

let me know how it goes
I'm doing a little update to change the grids a bit and fix oceans, wont be changing the freezer it works perfectly, if it is in the correct position it highlights the room it will cool with the same blue room highlight system that other coolers use, it has graphics to show the cells which need to be clear for venting, which also happens to be the side which has the blue room highlighting system showing which room will be cooled, and the description says it needs to be connected to outdoor units, and if its not in a clear position it says the vents need to be kept clear, and if you do put it the wrong way round it can simply be reinstalled the right way round with 2 clicks.

I'm also changing the bed link to a target picker, i needed to get rid of the old manual assignment system because it had to be saved in one of the needs which meant you couldn't toggle that need off in the settings, and by linking to a bed it makes everything much safer and simpler using existing code in the game, if pawns die or get married or anything like that in mods then the private bathrooms just update with the new bed owner.
Releases / Re: [1.0] Rimatomics | Rimefeller
January 09, 2019, 11:01:10 AM
yes that's all already in, just tick the boxes in the settings