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Messages - Karn

#1
Whoops. Feelng like idiot  :)
#2
Just a small mod. Really I just had an idea it may work, I tried it in 2 minutes and it does work ;D

https://www.dropbox.com/s/ylq9vasep2nrbyd/AutoStrip.zip?dl=0

I'm using it with no problems so far but no warranty. Use at your own risk  :)

Anyone who wishes to modify this mod and make it properly is welcomed :)
#3
General Discussion / Re: What are the shells for?
January 10, 2015, 04:00:11 AM
I've just found this in the changelog:
Artillery cannons now require artillery shells to fire and are more powerful.
#4
General Discussion / Re: Turn OFF seiges?
December 23, 2014, 08:33:29 PM
You can disable sieges by editing Mods\Core\Defs\FactionDefs\BaseFactionDefs.xml file and setting all <canSiege> tags to false.
#5
General Discussion / Re: Call for testers
December 05, 2014, 02:58:23 AM
Hi, I volunteer. For once I'll be testing something I really enjoy :)
#6
Ideas / Re: Move cleaning to separate zone
December 04, 2014, 05:51:22 PM
I'm not against cleaning, but I don't like to see colonists running to the other end of map because there is some dirt on power cables and then starving during their return.
#7
Ideas / Move cleaning to separate zone
December 02, 2014, 06:19:42 PM
Hi. I'd like to see separately defined zone for cleaning.
My problem comes when I have something that I want to be repaired and not burning (for example distant Geothermal generator with power conduits running to my colony). Then I see my colonists to run marathon over whole map every time a squirrel runs over power conduits and lefts some dirt there.

So I suggest making new Cleaning region. I saw some Snow Clearing region in video from Alpha 8 and I thing it would make sense to make Cleaning into separate region also.
#8
Help / Re: Altering max stack size
December 02, 2014, 05:41:34 PM
Stack sizes can be modified in Mods\Core\Defs\ThingDefs\Items_Resources.xml file in tag <stackLimit>. Some resources doesn't have this tag (for example metal) so you'll need to add it to them.
#9
Wow, great work. I really like it. When I got reading to the last paragraph it made me sad it's only photoshop and not actual mod being made :)
#10
General Discussion / Re: Stone walls?
November 30, 2014, 01:56:37 PM
Hi, you need some stone blocks. When you have them, option to build stone wall will appear.
#11
If a farmer would die you will still have other options for feeding colonists (foraging, hunting).
I wasn't suggesting that with Growing 3 colonist won't be able to plant anything, but that there will be for example only one type of plant available or something like that.
We have skill requirements for Cooking. So why not for other jobs?

I don't play with TTM and my point of view is from vanilla version.
#12
Well, I wouldn't limit this to research. I'd like to see some skill requirements for buildings/jobs. Someone with Construction skill at 0 won't be able to build Comm Console. He/she probably have problem even with opening canned food.
Same thing goes for jobs. For example Growing. Person with very small skill wouldn't be able to plant anything or it will die very soon. Trust me, I'm very "skilled" at unintentionally killing plants :)
#13
General Discussion / Re: Game Preformance
November 25, 2014, 03:28:19 AM
In changelog on Nov 13 there is Pathfinding bugfixes and optimizations. I'm hoping it will be better in Alpha 8 :)
#14
Mods / Re: Remove battery explosion?
October 11, 2014, 05:08:58 PM
I believe that short circuit in rain is controlled by tag "startElectricalFires" in ThingsDef xml.