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Messages - Seikikai

#1
Outdated / Re: [A15] Enhanced Development - 2016-09-07
September 10, 2016, 04:05:59 AM
Quote from: Jaxxa on September 08, 2016, 08:56:45 PM
Quote from: Seikikai on September 08, 2016, 03:10:05 PM
Can You Release An Animal Personal Shield Version For A14 Compatible With Pet Follow?

No Idea. Still have a number of mods I want to update first.

Dont know How Pet Follow works so I could not tell you if it is possible.
I may look into it later. Do you know if the source code is available for that mod?

Seems That Isn't Avaliable But I Can Ask To The Modder If You Want.
The Problem With The Mods Sems That Pet Follow Use The Pawn Class While Animal Shields Create A New Animal Class Instead Rewritting The Original Class.
#2
Outdated / Re: [A15] Enhanced Development - 2016-09-07
September 08, 2016, 03:10:05 PM
Can You Release An Animal Personal Shield Version For A14 Compatible With Pet Follow?
#3
I'm Having A Problem With The A14 Robots Mod. Sometimes When Robot Pawns Are In Charge Stations The Game Reset The Pawn.  I Have A Couple Of Robots That Should Be Restricted To An Area And Due This Bug The Restriction Disappears.
#4
General Discussion / Jelly Farms In A14
August 27, 2016, 08:15:31 PM
Yesterday While I Was Mining A Bug Hive Appeare Inside A Mountain So I Sent All My Colonists To Clear The Area And Build A Room In C Shape Protected By 2 Turrets While I Build A 20x20 Reinforced Installation...But Then After A Couple Of Days The Hive Dissapeared So Decided To Use Dev To Spawn A New Hive And See What Happened :1

My Question: Is Possible To Create An Efficient Farm In This New Version? Or If It's Possible To Remove The Maintainable Property (Tried To Do It But New Hives Still Getting The Property)?
#5
Mods / Re: [A14-15] MOD REQUEST - Bees
August 23, 2016, 06:06:27 PM
Looks Like An Interesting Idea :D

It Could Work Using 2 Pawns: Bee And Queen Bees; And 1 Structure, Bee Hive. Bees Won't Spawn Naturally, But Queen Bees Will Do It. Every Time A Queen Bee Spawn The Pawn Will Check If There's A Bee Hive At Map, If There Isn't Queen Bee Will Choose A Random Place Near Trees And Will Build A Bee Hive Over A Tree. If There Is 1-3 Bee Hive At Map There Will Be A Chance Of 30% That Queen Bee Build A Bee Hive. If There Are Already 4 Bee Hives Queen Bee Will Have A Behaviour Similar To Trade Caravans, Will Wander For 2 Days Then Leave.

Bee Hives Will Be Similar To Bug Hives, Them Will Spawn Bees Until There Be 6 Bee-Pawn For Each Bee Hive. In A Similar Way Animals Spawn Animal Filth, Bees Will Spawn Small Plants Like Grass Or Flowers. Bees Doesn't Need To Eat But Them Will Eat Any Vegetable Type Food If Them Are Near To It.

Also Can Be Added Jars To Capture Queen Bees (So You Can Create A New Bee Hive If Quee Bee Doesn't Spawn After A Cold) Or Bees (To Use Them As Traps/Weapons. Also Artificial Bee Hives Can Be Added.

#6
There's A Problem With The WorkTab Mod :1

It Overwrites The Default Work Config Of Pawns That Cannot Be Managed Like Robots Of Miscellaneous Robots Making Them Do Works That They Shouldn't Do.

Can You Fix That? :)
#7
Quote from: Chaia on August 20, 2016, 08:36:53 AM
Quote from: Seikikai on August 17, 2016, 02:37:10 AM
I Have A Problem With The ABC-Suit. Even Having All The Part It Isn't Protecting My Colonists From Toxic Buildup. A Colonist With The 100% Protection Bonus Still Getting Hediff At Same Speed That Someone Who Doesn't Have The Suit. Also Checked My Mod List And Don't Have A Mod That Could Modify The Fallout Values.

Hope Someone Can Tell Me What's Happening :S

Mods:
...

Thank you for your hint, I have to check if you missed a mod which changes toxic buildup

Been Doing Tests For Many Hours To Find Which Mod Was Causing The Bug. Seems That There Are 3 Mods That Can Cause This Bug And Bugs With Other Mods (No Clean Please, Turret Control, Minimap And Storage Search), The Mods Are Fluffy Breakdowns, Spotlight And Zombie Apocalipse. I Really Dunno Why Are These Mods Causing Problems But Maybe Is Something Of The .Dll

Problem Is Already Solved, At Least With This Mod So Don't Worry About It. Also Thanks For Your Help Bro :)
#8
Mods / Re: [request] Colonists guard mod
August 17, 2016, 11:01:37 AM
I Really Don't See A Point For Codding A Guard Behavior Considering That We Have Turrets -Also Are So Many Turret Mods That Works Great- And That The Raid Frequency Is Very Low. You Can Better Just Create A Stonecutting Table In The Place You Want To Guard And A Stone Chunk Deposit At The Other Point Of The Route Then Assign A Colonist To Work In That Area With The Option Of Engage Combat At Enemy Sight :P
#9
Mods / Re: A little help for a mod.
August 17, 2016, 10:54:23 AM
You Can Create A Gear That Covers Only Fingers, It Worked With Fish Industry's Fishing Rod.
#10
I Have A Problem With The ABC-Suit. Even Having All The Part It Isn't Protecting My Colonists From Toxic Buildup. A Colonist With The 100% Protection Bonus Still Getting Hediff At Same Speed That Someone Who Doesn't Have The Suit. Also Checked My Mod List And Don't Have A Mod That Could Modify The Fallout Values.

Hope Someone Can Tell Me What's Happening :S

Mods:
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Fluffy - Relations 0.14.0.0</li>
<li>Fluffy - Colony Manager 0.14.0.2</li>
<li>Fluffy - Enhanced Tabs 0.14.0.0</li>
<li>Fluffy - Medical Info 0.14.0.0</li>
<li>Numbers 0.5.1</li>
<li>LT - No Cleaning Please</li>
<li>Storage Search</li>
<li>Fluffy - Breakdowns</li>
<li>Fluffy - Animal Incest</li>
<li>Balancing Act Lite</li>
<li>Darkness Revamp - Core</li>
<li>Darkness Revamp</li>
<li>Fluffy - FollowMe 0.14.0.0</li>
<li>Fluffy - Area Unlocker 0.14.0.0</li>
<li>P-Music</li>
<li>Stay!</li>
<li>Storybook</li>
<li>Backstory Defs</li>
<li>Name Defs</li>
<li>Trait Pack 1.3.1.1</li>
<li>Mood Balance</li>
<li>Meltdown</li>
<li>Skilled Builder Off</li>
<li>Build Productive 0.30</li>
<li>EdB - Prepare Carefully</li>
<li>ESM - Do Not Disturb</li>
<li>ESM - Mine Vein</li>
<li>Black Money</li>
<li>Allow Tool</li>
<li>Hospitality</li>
<li>Mad Skills 1.1.6</li>
<li>Less Rebuff 1.0</li>
<li>Lets Share Bedroom</li>
<li>Haul Priority Lite</li>
<li>Haul IT</li>
<li>More Resources</li>
<li>Reclaim Fabric 1.3</li>
<li>Nackblad Inc Rimhair</li>
<li>ArmourRepair 1.0</li>
<li>Steel Extraction</li>
<li>Expanded Prosthetics &amp; Organ Engineering</li>
<li>A Dog Said</li>
<li>A Dog Said - EPOE Patch</li>
<li>DE Surgeries</li>
<li>Emergency Treat</li>
<li>Extended Surgery 1.2</li>
<li>Mechanite Augmentation</li>
<li>Vegetable Garden v4.0</li>
<li>Plant Saver</li>
<li>Plant Saver - Vegetable Garden Patch</li>
<li>Zombie Apocalypse</li>
<li>Glitter Tech</li>
<li>Remote Explosives</li>
<li>Heavy Defences</li>
<li>JaffaKree! Reborn</li>
<li>JaffaKree! Reborn - EPOE Patch</li>
<li>More Vanilla Turrets</li>
<li>T - More Beds Cloth</li>
<li>T - More Floors</li>
<li>Izzyssentials - Core 1.04</li>
<li>Izzyssentials - Furniture 1.03</li>
<li>Izzyssentials - Hydro 1.03</li>
<li>Izzyssentials - Lights 1.03</li>
<li>Izzyssentials - Switch 1.03</li>
<li>Miscellaneous - Core</li>
<li>Miscellaneous - Incidents</li>
<li>Miscellaneous - MAI</li>
<li>Miscellaneous - Map Generator</li>
<li>Miscellaneous - Objects</li>
<li>Miscellaneous - Robots</li>
<li>Miscellaneous - Robots Xtension</li>
<li>Miscellaneous - Training Facility</li>
<li>Miscellaneous Patch - EdB Prepare Carefully</li>
<li>Apocalypse</li>
<li>Panda - Core</li>
<li>Additional Joy Objects 14.00</li>
<li>Panda - Ancient Amulets</li>
<li>Panda - Cupros Drinks</li>
<li>Panda - Expanded Power</li>
<li>Panda - Extra Floors</li>
<li>Panda - Quarry</li>
<li>Panda - ZenGarden</li>
<li>Rimsenal</li>
<li>Rimsenal - Federation</li>
<li>Rimsenal - Feral</li>
<li>Rimsenal - Hair</li>
<li>Rimsenal - Security</li>
<li>Xeva Hair</li>
<li>ED - Auto Loader</li>
<li>ED - Closable Vent</li>
<li>ED - Embrasures</li>
<li>ED - Laser Drill</li>
<li>ED - Moat</li>
<li>ED - More Vanilla Turrets</li>
<li>ED - Omni Gel</li>
<li>ED - Reinforced Stuff</li>
<li>ED - Reverse Cycle Cooler</li>
<li>ED - Safe Traps</li>
<li>ED - Shields Basic</li>
<li>ED - Subspace Transponder</li>
<li>ED - Turret Control</li>
<li>Batteries Stuffed 1.4</li>
<li>Conduits Stuffed 1.3</li>
<li>Dermal Regenerator 1.6</li>
<li>Extended Storage 1.9</li>
<li>Natural Floors 1.3</li>
<li>Personal Shield MKII 1.5</li>
<li>Power Armour MKII 1.5</li>
<li>Power Cell 1.4</li>
<li>Roof Bomb 1.4</li>
<li>Small Solars Stuffed 1.5</li>
<li>Solars Stuffed 1.4</li>
<li>Thermals Stuffed 1.4</li>
<li>Turbines Stuffed 1.4</li>
<li>Firefoam Mortar v1.0</li>
<li>ABC Suit</li>
<li>Capsule Reactor</li>
<li>LT - Door Mat</li>
<li>Medical Training</li>
<li>Mind Altering Device 1.13</li>
<li>Modular Tables</li>
<li>Orassan</li>
<li>Power Switch</li>
<li>Right Tool For The Right Job</li>
<li>TargetPractise</li>
<li>RT - Quantum Storage 1.0.4</li>
<li>RT - Solar Flare Shield 1.0.4</li>
<li>Clutter - Furniture</li>
<li>Clutter - Structure</li>
<li>Clutter - Misc</li>
<li>Clutter - Misc Hands</li>
#11
Outdated / Re: [A14]Harvest mod - Black money(fix)
August 17, 2016, 02:08:31 AM
Tested This Mod Using EPOE, Extended Surgeries, DE Surgeries And Other Medical Mods...Not Working.
Tried To Operate My Prisoners But No One Of The 30 Guys Had The Option To Implant The Fake Torso In The Medical Bills Tab ( ;-;)
#12
Quote from: Bucketsmith on August 16, 2016, 02:31:08 PM
Wow, I'm the opposite. :P I've recently gotten into RW modding and I can't get the hang of C#.
I've got a few things that I'd love to see to improve my mods, but I can't figure out how the code language works.
Would you be interested in hearing what I got?

#13
Mods / Re: Change Apparel/Weapons Color Mod
August 16, 2016, 02:16:44 AM
Just Tested It And It's Really Awesome :D

Thanks Dude!
#14
Quote from: Tysdal on August 14, 2016, 06:57:43 AM
They are supposed to keep the skills they gain? I figured they were supposed to be cheap labour set to a static "4" skill.

Also, do the helper robots and the MAI count as colonists ingame? To the storyteller and such i mean? If i build 50 hauling bots, will i get gangbanged by a billion raiders even though i have no more then 4 pawns?

I Used This Mod In A13 And Yeah, The Robots Keep The Experience. Also The Could Keep Apparel And Weapons Without Problem.

I Think That MAI Does But Dunno About Robots. Them Can Interact In Some Things Like Comms Console Or Assist To Weedings So Probably Robots Will Count.
#15
Mods / Change Apparel/Weapons Color Mod
August 14, 2016, 05:24:45 PM
When I Played In A13 I Heard That For The Next Version There Was Going To Be A Way To Change Color Of Apparel. Now I'm Playing A14 And Don't See Anything That Do That.

I Would Like To Know If There's A Mod For A14 That Allow You To Do That :)