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Messages - numen0r

#1
any chance to expect an update soon?
#2
Quote from: Neocryptorian on May 07, 2015, 10:46:46 PM
An open question how big is the interest if I manage to patch / update this mod to Alpha 10f?  ???

And if I even manage to improve it so that the spike trap also damages animals and detect colonists so they don't trigger the traps?

YES PLEASE!
#3
Outdated / Re: [MOD] (Alpha 8) Automated healing
February 15, 2015, 09:19:53 AM
Thanks skullywag for releasing the update.

some things I noticed while testing:
Cataracts and Shattered rib cannot be healed. Scratch scars are healed successfully.

bugs (someone please verify them):
-colonists don't enter casket if time is sped up.
-after colonists are ejected from casket, the casket is still registered as reserved by the colonist. (quick fix: draft/undraft the last colonist that used the casket)
-casket takes all herbal meds from hopper regardless if it uses them all or not. so 75 max per stack. then after patient with 1 injury is ejected, it says it has no meds.
#4
Outdated / Re: [MOD](Alpha8) Darkness
February 11, 2015, 06:37:37 PM
Quote from: skullywag on February 11, 2015, 01:58:00 PM
This makes me want to speed up dev on my spotlight mod.....

maybe release your health pods that some people (me) have been impatiently waiting for.  :'(
#5
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 10, 2015, 04:25:01 AM
Quote from: Sam_ on February 10, 2015, 03:19:51 AM
After a long wait Glitter Tech now updated to Version 0.8

is it no longer compatible with cybernetic storm mod? wouldn't the body parts override each other.
#6
Quote from: Gaesatae on February 09, 2015, 06:09:09 PM
Quote from: ManWithNoName on February 08, 2015, 06:24:33 AM
The issue:
They would both work fine with one another till you save and logged out of the game, then when you returned to your save game priority haul had vanished from the tool bar so you couldn't use it at all.

yes please, I was about to post this issue. If there's anyway to use both, I'd be thankful.
I did expect to see issues with other mods using designators but it's funny how it happened... Anyway, I don't know if its possible to make two mods with designators work together, but if anyone is really interested I can look into it.
#7
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 06, 2015, 11:29:16 PM
Quote from: Justin C on February 06, 2015, 06:02:37 PM
Quote from: SundayTuesday on February 06, 2015, 02:48:07 PM
Quote from: numen0r on February 05, 2015, 03:41:18 AM
how possible is it to make enemy factions try to break their imprisoned faction members out of jail OR negotiate their release for some silver as their main goal for attacking, instead of the standard kill-all-humans story?
This would be pretty cool but I don't know how possible that would be.
It should be possible.

1) Find a prisoner belonging to your faction.
2) Find the room they are contained in.
3) Attack the door or walls of that room until the prisoner escapes.

You'd have to do some poking around in the code to see how things work, but I am pretty sure enemies will attack doors by default if their target is inside a room.

The hard part would be dealing with all of the creative prisons people will start building to try and break the mod.

Actually I think most people will start to put more thought in separating their prisons from their main base, in fear of getting run over by a huge raid just for 1 pesky prisoner.
It could add so much more strategy to the game.
#8
every time I load my game the internal ammo count of my mortars goes -1.
#9
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 05, 2015, 03:41:18 AM
how possible is it to make enemy factions try to break their imprisoned faction members out of jail OR negotiate their release for some silver as their main goal for attacking, instead of the standard kill-all-humans story?
#10
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 05, 2015, 02:00:33 AM
Can't wait to try this out!!
#11
Outdated / Re: [MOD] (Alpha 8) Automated healing
February 02, 2015, 05:08:57 PM
how bad could this be so that its been weeks working on bugs?
#12
hey bud there's a bug in the MIRVWeapons_Artillery.xml
instead of <storeCategories><li>Weapons</li></storeCategories>
it should be <thingCategories><li>Weapons</li></thingCategories>


#13
hey hunter I've been using this mod for a while and I finally sat down to fix all the bugs related to
<baseMaterialType>Transparent</baseMaterialType> not related to anything in type ThingDef
All 29 xml files in ThingDefs have been updated to
<shaderType>Transparent</shaderType>

Here's the link to the mod with the fix:
Dropbox
#14
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
January 31, 2015, 10:29:47 PM
Quote from: Sam_ on January 26, 2015, 07:47:59 PM
Quote from: Bodog999 on January 26, 2015, 11:08:39 AM
Sam_ you'll love me for this, I fixed the MRG-5 Pistol graphic bug its <graphicPath>Things/Item/Equipment/MRG-5Pistol</graphicPath> instead of <graphicPathSingle>Things/Item/Equipment/MRG-5Pistol</graphicPathSingle>

That is a problem previously solved, I just haven't released an update.

did you also find the &gt bug in Buildings_AdvancedStructure.xml ? I found it on one of the </description> lines.
#15
Quote from: mipen on January 31, 2015, 08:38:59 PM
Quote from: numen0r on January 31, 2015, 03:37:08 PM
Quote
Maybe you are still running an older version of the mod, i remember having the same problem where I could access the power plant itself without research(didn't research the tech prior to updating to a fixed version so I can't say if I also couldn't access the feeder). You could try updating to the most recent version.
I just redownloaded the newest version and the issue is still the same. (I made sure to delete the old folder) applied and reapplied the mod.  I'm looking at the Coal_generator.xml but I can't find any problems.
I just checked and everything is fine in the defs, maybe it's a problem with your save? Have you tried it with a new world?

I just tried a new world, still the same problem. Could it be that i'm on Alpha8e and not 8f ?

EDIT: ok I just tried a fresh Alpha8f version with nothing in it but MD2 mod. Still the same problem. Are there any residual config files from rimworld I should wipe? Either that or I don't know how to download your mod.

EDIT2: now I'm sure whatever the problem is it's from the mod itself. i just did a clean wipe of all save/config files everything. loaded alpha 8f and only mechanical defense 2 ... then created new world after loading the mod and restarting the game. same problem coal power plant is available from the get go. Now I Know I'm using an older version of your mod.

FINAL EDIT: YUP I was downloading the Master branch of your mod on github. (That's broken). I went into your releases tab and downloaded 3.0.2. that fixed everything.

sorry for all this.