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Messages - Supes

#1
It's been a while since I posted here, but I've added things

1.16
Added Gizmo Servo
Added Offset for Current Switch
Added additional information for Capacitor Switch
Improved Textures for multiple Switches
Entanglement Switch should show line to paired switch when selected
#3
well ppg does this as so,


but you can do something more one way with powerlogic with laser tech research (keep in mind that the larger the distance the larger power lost)



once rimworld hotfixes have slowed down a bit more, I will be updating those forum topics ;)
#4
So I have a pirate faction neighbour which hates me called 'The Pike Squids', with a nice -100 rating, but when getting raided, seiged or any of my pawns and turrets getting attacked by them, the combat music doesn't trigger or start.

it seems to work fine with some other factions though (it plays when getting attacked by mechs)

music triggered properly with this faction in 1.0, seems to be a 1.1 only issue

reproducable with and without mods.

https://www.dropbox.com/s/hvmcs3dg246kcib/spicetest2.rws?dl=0
#5
2.0.4.2
Serum Filter
Sorting System
Clone Button
Minor UI fixes
#6
Releases / Re: [1.0] Power Logic - (v1.13) (03.10.2019)
December 06, 2019, 02:27:29 AM
@lehyuun you have two possiblities, the remote proximity sensor or the radar.

the remote proximity sensor can be triggered when an enemy wanders in its sensor range.
the radar can be set to send as signal if rimworld feels the situation is dangerous (when the combat music starts).

@Hjkma I'm a little late replying, but, it's a possibility (I'll look at it later on), and would unlikely be used in any of the recipies.
#7
2.0.4.1
Import Improvements
+Spaceship Mod Compatiblity Fix
+Current Choice
Alternate Shopping List Behaviour Option
Carrying Capacity Filter
Apparel Filter Fix
Trade UI Icon Fix
#8
is that steam or manual (nexus/github) build?
#9
Releases / Re: [1.0] Power Logic - (v1.13) (03.10.2019)
October 03, 2019, 03:17:12 PM
New items added, the theme is Laser Tech.  A Laser Emitter when paired with a Laser Switch can make a kind of tripwire, mirrors and splitters can bend the emitters beam round corners, and windows can be used so it can go into other rooms.  The beam can be blocked by walls, certain buildings and pawns.  The emitter itself generates heat, so temperature control may be required (you can get away with a vent in most cases).

I've also added new items that can be crafted for use to build laser based buildings. laser glass can be crafted at a smelter, and an optical resonator can be crafted at the fabricator.

1.13
Added Laser Tech
+Laser Emitter
+Laser Mirror
+Laser Splitter
+Laser Window
+Laser Switch
New craftable materials
+Laser Glass
+Optical Resonator
#10
new update, adds merge controller, which prevents the merging of certain rows (e.g. stacks of food) from merging into the same row, allowing for more types of filters to be created.

Steam

Nexus

2.0.4.0
Merge Controller
Time Until Rot Filter
#11
Colonist Inventory filter does use more than just the name, it also uses the defname as well (Uranium slug cannon has a internal name of Gun_TurretSniper, which is where the er comes in) I find it gives additional relevant results that might otherwise be excluded (e.g. typing gun will include revolver in the result, mods defnames don't always conform though).  It also partially sorts the results, so items that start with your search terms are listed first.

Also Treat Defs as seperate is in.
#12
another update for you, no Treat Defs as Seperate yet, but I thought I should release what I've done rather than keep you waiting another few weeks (especially since you formatted your post so well).  Colonist Inventory filter should interest you, also give multiple presets (separate with comma or colon) a test.

Also be sure to update the core AutoSeller as well (widgets and most other UI stuff is controlled by the core mod) if you're not using the steam version
#13
made an update (both the core AutoSeller mod (scrollbar is controlled by core) and AutoCaravanEquip have been updated) so I've added an option to control how presets are applied to chains (top down or bottom up basically).

Activate from top: this will check the top level of the chain only, and enable if required (current behaviour)
Activate all from first: this will check just the chain itself and not the child rules, if the chain matches the preset, it will enable all child rules in the chain.

also spotted that selected was being blocked by prefixes, so sorted that aswell
#14
for presets and chains, if a nested rule in a chain and has a prefix, it will enable the nested rule and chain (Contains should do the same).

but you're right about the 'select' option not applying to chains (my fault, forgot to code that bit).  because the nested rules don't show in the list, when it reaches the chain, it skips into the nested rules to check their description, but of course they were never made available to select so they never get activated (Don't worry, I will sort that).

edit: prefixes are anything in the description before a colon.  a rule can have multiple prefixes by separating them with a comma or semi-colon, very handy if you want the same rule to apply to more than one preset.
#15
Quote from: mitasamodel on June 23, 2019, 04:55:28 PM
No way there will be "Treat Defs as Separate" in the future?

it could be added.

I'll look into the other stuff, I'll probably need to add a new filter, and thanks for the bug report on the UI (it's nice to see the chains and presets being used as well)