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Messages - Sam_

#1
Releases / Re: [1.5][MODLIST] Glitter Tech Classic
April 15, 2024, 01:40:29 AM
Updated to 1.5
#2
Releases / Re: [1.1][MODLIST] Glitter Tech
February 28, 2020, 01:43:02 PM
Glitter Tech, Furnace and Tilled Soil are updated. The rest are updated on Steam but have a few issues.
#3
So my mod Tilled soil has an issue where ancient dangers spawn totally empty.

After some lengthy testing I found that if you add a floor with <designationCategory>X</designationCategory>, where X is any value, and the floor has either no <costList> or an empty cost like <costList><Steel>0</Steel></costList> then ancient dangers are totally empty.

They will spawn and give you the warning, but when you open them and the interior spawns there is nothing inside.
#4
Releases / Re: [1.0][MODLIST] Glitter Tech
November 07, 2018, 01:45:47 AM
It has never been in a "balance re work". And likely never will be.

There is a new version of this mod in development, any issue of balance here is irrelevant to that.
#5
Releases / Re: [1.0][MODLIST] Glitter Tech
October 18, 2018, 11:39:23 AM
The only change during the update was the version number, so use 1.0 for B19.
#6
Releases / Re: [1.0][MODLIST] Glitter Tech
October 18, 2018, 04:43:01 AM
Updated to 1.0
#7
Just in case you are still looking for a solution I have this utility you can use.
#8
Releases / Re: [B19][MODLIST] Glitter Tech
October 04, 2018, 06:46:15 AM
Fishing nets added
#9
Tools / [LIB]Animated textures
September 26, 2018, 05:42:16 AM
I've always hoped that the base game would have some kind of support for animated buildings, items and textures in general, but so far all we have is specific hard-coded animations for the windmill and waterwheel. These buildings use code rather then image data to animate, and they are not abstracted for modders to use, either by inheritance or XML. So, I went ahead and made it myself and decided to share since there didn't seem to be an easy to use utility on the forum.

The .dll adds a graphic class that any Thing should be able to use. For now it only behaves like Graphic_Single, but in future I could probably expand it to include animated Graphic_Multi functionality. In addition to the graphic class there's a CompProperties you can use to modify the frame speed and whether it's randomised. For now it's rather simple, and barely tested, but it works.

As for the actual texture, the mod below has a demonstration, it currently only uses a folder of .pngs, rather then a .gif or anything else, the same way that Graphic_StackCount does. Which probably limits it to 26 frames as each texture ends with a letter. The utility isn't really intended for complex animation anyway, and I haven't tested the impact that such an animation will have on performance, if any.

I've created a small mod with a useless building as a tutorial here.
You can also get the source code here.

Here is the building as it looks in game. (Note the animation speed differs, but you can change that in the XML easily)


If you're interested tear this apart and let me know what kind of bugs or problems you encounter.
#10
Releases / Re: [B19][MODLIST] Glitter Tech
August 30, 2018, 02:45:25 AM
That is odd. It shouldn't do anything like that. But, if you enable devmode you can instantly finish any research you had completed as a fix.
#11
Releases / Re: [B19][MODLIST] Glitter Tech
August 29, 2018, 05:45:08 AM
Updated to B19
#12
Releases / Re: [B18][MODLIST] Glitter Tech
January 19, 2018, 01:45:19 PM
Quote from: SzaryKaptur on January 17, 2018, 08:01:06 AM
This mod is bullshit. Nano armos are too good and weapons ignite everyone. Its fucking impossible to win againist them.

I'm guessing you tried to fight a technologically advanced force using the same tactics as pirates and Neolithic tribes. Of course you will lose spectacularly. If by bullshit you mean intended behaviour then I guess I agree.

Use unconventional tactics, like traps and stun weapons. Remember, your base, or animals are expendable in the face of these enemies and potential advancement through their gear.
#13
Releases / Re: [B18][MODLIST] Glitter Tech
January 07, 2018, 01:46:03 PM
This was a bug resolved in a previous update; Mortars only fire with line of sight, contrary to their purpose.

What download method did you use and when?

I usually only update the GitHub on major releases, but the Dropbox and Steam version should have this resolved.
#14
Releases / Re: [B18][MODLIST] Glitter Tech
December 04, 2017, 04:37:34 AM
There is a better description of the mod on the Steam workshop. And there used to be one here before it was a simplified mod list.

In my experience with the community reaction to this mod, and it has been years, every jerk with something to say will do so, regardless of what is there for them to read.

If there exists anyone with the interest to discover my vision for the mod, they will do as you have and skim the 74 pages right here. Moving forward my only focus is on the newer version, which is so vastly different to this that any description of it is not yet relevant.
#15
Releases / Re: [B18][MODLIST] Glitter Tech
December 03, 2017, 12:09:43 PM
There is an option in the devmode menu that allows you to regenerate the mineral layer.