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Messages - EldVarg

Pages: [1] 2 3 ... 9
Outdated / Re: [A17] Rimstation13 (v0.94) Bringing SS13 to Rimworld
« on: November 14, 2017, 04:08:24 PM »
Currently they work just like regular floors, atmospherics and such are not simulated, this is just overhauling the game to look and play a bit more like Spacestation 13. Eventually I hope to add basic atmospheric simulation but as I work full time that is a ways away.

Ah somehow I thought you made it so you could have multiple levels of floors over each other - that you could switch the view between. Don't know why I thought that.

Outdated / Re: [A17] Rimstation13 (v0.94) Bringing SS13 to Rimworld
« on: November 14, 2017, 05:09:51 AM »
Looks really cool. How does the floors work?

Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: October 09, 2017, 02:33:46 AM »
Testing have not started yet. Will take a while.

Releases / Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
« on: September 03, 2017, 04:47:38 AM »
W00t! Glad it is finally released. I hope thid mod will be very popular. Now looking forward next MarsX.

Releases / Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
« on: July 21, 2017, 06:10:58 AM »
You are correct, it is a laser tower. :)

Storage buildings that use the multistacking technique to allow you to stack more than 75 things in a cell, would like some feedback for the numbers here. Also contains a freezer chest that can freeze the items within it. Now has auto locking mechanism where it will accept only the 1st item type in the allowed list until its empty again, therefore stopping it gumming up and allowing the stacking mechanism to continue working. Thanks to Fluffy for this. Also Thanks to spdskatr for the 2.0 harmony release for A17.

You missed giving me credits and update the screenshot :). Thanks

Hurrah! Good job!

Outdated / 79luuzbug666
« on: March 14, 2017, 08:46:39 AM »
Nothing new, dubwise still working on Critically (Rimushima 3.0).

But I think he soon will start with MarsX again.

Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: February 21, 2017, 11:14:08 AM »
I've got 3 x Ares4 ... not sure what's going on there.

Ah have not heard about this bug before. Did you get more ships (than the scenario said) or where they just renamed?
Will add it to the bugtracker.

Bugs / Re: No color on stuff material
« on: February 14, 2017, 05:17:11 PM »
Yea I think it would be an easy thing to fix. Just apply the color as they are done the rest of the times.

Bugs / Re: No color on stuff material
« on: February 14, 2017, 02:41:12 AM »
No one else have this problem?

Outdated / Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
« on: February 11, 2017, 11:25:07 AM »
Sad that Coercion have not checked in for 3 months.

I get an error for each locker I have built:

Code: [Select]
Exception spawning loaded thing ClutterLockerA447183: System.ArgumentException: RandomRangeInt can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
  at (wrapper managed-to-native) UnityEngine.Random:RandomRangeInt (int,int)
  at UnityEngine.Random.Range (Int32 min, Int32 max) [0x00000] in C:\buildslave\unity\build\artifacts\generated\common\runtime\UnityEngineRandomBindings.gen.cs:81
  at Clutter_Furniture.ClothLocker.SpawnSetup (Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot) [0x000d8] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\Placement\GenSpawn.cs:65
  at Verse.Map.FinalizeLoading () [0x000aa] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:325
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Map:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:329)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:443)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:35)
Verse.Root_Play:<Start>m__736() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)

Bugs / No color on stuff material
« on: February 10, 2017, 05:45:40 AM »
When looking at what materials a building will need the icon will not have the color effect applied to it. Only the big item material icon will use it. So the tiny icon will usually be whitish.

For example choose between the different wall types and look at the tiny material icon to the left. Hence, having a xml color on the item is not that good, you have to color the actual texture (and have a different one for each different color).

Code: [Select]

[attachment deleted by admin due to age]

Outdated / Re: [A16] Better Pathfinding (v1.4.3 update 2/7)
« on: February 10, 2017, 04:16:50 AM »
Maybe all new floor types from mods does not work now. Could not play with the clutter mod and its new floors.

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