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Messages - Helpful Bot

#1
Outdated / Modo's Mod Request
August 02, 2017, 12:36:45 PM
As promised; your mod version. Please let me know on Steam if you run into any issues. Of course extract the folder from the zip and place it inside your mods fodler alongside your Core folder. Enjoy!

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#2
Updated the zipped file to the most current form
#3
Hey soupy. Short answer is I haven't a clue since I haven't seen the Real Fog Of War mod. If his mod plays with how lighting and weather APPEARS then yes they probably will conflict. However, if he plays with just how light AFFECTS pawns, then no they probably wont conflict. Best thing to do is just put them together, turn on dev mode and see if they play nice. If nights aren't darker or something in their mod doesn't seem to be working then there's a conflict. My mod slightly changes some weather effects but its all contained in the same def file.
#4
Kavern are you the one or one of the ones I promised to do this for but never did? I'd like to say that I'm very sorry about that. My pseudo-OCD makes this kinda stuff pretty damn time consuming and frustrating thanks to the size limits on attachments. I have to hand-create new images for each mod so that it will fit. Its completely unnecessary but that's just me. I also don't like having too many place to look for feedback, things slip through the cracks that way. Anyways... Again, so sorry for how long it took me to do this.
#5
Okay guys, before I upload A17 on here be aware. IF YOU WANT ME TO SEE A COMMENT, PUT IT ON STEAM WORKSHOP OR SEND ME A MESSAGE. Its not that I won't check here, its that i'm not likely to. Anyways, without further do, I'll be plaing the updated versions here in a few moments.
#6
That's what I wanted to think too, but after looking at all the vanilla pawn kind defs, I couldn't find any upper limits that stopped at 1.0. So what then does 3.5 signify? Thus the health percentage idea doesn't make sense. So what then does it refer to? The only thing I can think of is quality.
#7
Hi Everyone.

So as my OP title says, i'm trying to understand how the "GearHealthRange" settings work. For example one range is 0.4 to 3.5. What?? Gear health goes from 0 to 100 so I can only interpret these values to mean nothing about the gear's health condition; but rather that variable is about gear quality.

Say you have the "itemquality" set to normal and the gear health range to 0.75 - 2.0. Goes that mean the item can be poor-good?

Help me understand this please and thank you!
#8
Left a comment on steam but felt strongly enough about it to duplicate my praise for you here. I having been using this for a couple days and I'm thoroughly impressed. The level of attention to detail here is amazing. Not only does this mod NOT break immersion, it encourages it. I fully endorse this mod and the skill of its creator, thank you sir hugs unlimited! Uprated and favorited.

TLDR: You Rock!
#9
I am going to edit the precision rifle to no longer shoot explosive rounds and see if the accuracy improves because so far thats one of the only things I can think might be causing the missing behavior.
#10
Mods / Re: [Mod Request] More Lightning Furniture
September 11, 2016, 05:12:10 PM
Lighting mod released under "Helpful Lights & Miscellany"
#11
Mods / Re: [Mod Request] More Lightning Furniture
September 11, 2016, 04:11:53 PM
Sure, here is an overview screen.

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#12
Mods / Re: [Mod Request] More Lightning Furniture
September 11, 2016, 03:23:51 PM
Indoor "solar" means a self-contained Bioluminescent mushroom container. You can even see the mushrooms in the center. Gives off power-free light but at a radius smaller than a torch, much more expensive than a torch, and the light emitted is a dark-pink color. A good maintenance-free alternative to torches as your colony gains some wealth and you desire to remain efficient on wood.

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#13
Mods / Re: Art Modifications - Resources
September 11, 2016, 03:15:07 PM
Glass wall art assets to be used in my forthcoming lighting mod. Anyone can use them if they would like. Credit would be appreciated.

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#14
Mods / Re: Art Modifications - Resources
September 11, 2016, 03:12:08 PM

The marsh is more complex than the rich soil in which i just added small green flecks and upped the saturation. Marsh is more green and has cyan tributaries interspersed between islands of green.
Marshier marsh. Richer rich soil. No more squinting to see if its actually marsh or rich soil!

ALL FILES ALTERED FOR SPACE LIMITATIONS. images at about 90% quality jpegs.

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#15
Mods / Re: [Mod Request] More Lightning Furniture
September 11, 2016, 02:52:03 PM
So I first made a mod that bundled some lighting mods up and requested permission for the few items where i didn't make the art assets from scratch. Those people declined to allow me to use their stuff even modified. Thus I spent a long time last night making everything from scratch and just finished. Packing it all up and releasing it shortly.
What my shenanigans will add:
-Will include a glow radius buff to torches and vanilla standing lamps.
1 & 2)Unlocked by solar power research: 1 Indoor powerless light, 1 Outdoor powerless light
3) An alternate art standing lamp (takes more power but gives larger glowrad)
4) 1 Powered wall light
5) (Possible locked behind solar power as well) Glass walls. Walls that allow light to pass through. So so so useful for light efficiency.
6) (Questionable whether to include it but I love the art asset I made for it.) Fortification. Expensive and advanced sandbags that requires uranium to build. Sandbags 0.65 cover, Fortifications 0.9 cover.
7) (also questionable whether to add it) Jade floor. Very expensive and less beautiful than gold but carries a sterility bonus higher than sterile floor.