The automatic forced 1x speed that occurs on raids is not triggering when the enemy raid comes for the occupants of the crashed shuttle during the shuttle rescue quest.
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#1
Bugs / [1.2] Forced normal speed not triggering on shuttle rescue raid
August 22, 2020, 04:25:45 PM #2
Releases / Re: [1.1] Wall Light
August 20, 2020, 06:51:15 PM
Yep that's the 1.2 version, I'll update the post.
#3
Releases / Re: [1.0] Wall Light
March 09, 2020, 02:40:36 PMQuote from: CEPMatos on March 09, 2020, 02:22:54 PM
Is this getting updated to 1.1? Or does it work in 1.1
Oh whoops, I forgot about this thread. The link to the non steam version is for 1.1 and 1.0. I'll update the post now. Thanks for letting me know lol.
#4
Bugs / [1.1] Last Name Change on Marriage Problem
February 25, 2020, 08:15:35 AM
Two of my colonists got married. Colonist 2 took Colonist 1's last name. A few days later I run into Colonist 2's mother, and the mother's last name is the last name that Colonist 2 took from Colonist 1.
Relationship pawns that are generated after their relation gets married should probably still have the family name from before the marriage.
Relationship pawns that are generated after their relation gets married should probably still have the family name from before the marriage.
#5
Releases / Re: [1.0] Wall Light
May 19, 2019, 08:31:45 PMQuote from: account13123 on May 19, 2019, 11:34:16 AM
Perfect addition to my game, every room has at least 1 less tile cluttered by ugly lamps.
Do you think you could also make wall switches?
Hah funny you mention wall switches, those have been on my mind for awhile now. I'll probably do it at some point. Have to figure out a few issues first, like making wall lights and switches not attackable from the outside, and make it so they aren't flickable from the outside either. I haven't been able to come up with a solution as of yet.
#6
General Discussion / Re: Tynan, you are ridiculous if this is 1.0
October 17, 2018, 08:12:51 PM
Well played sir, well played.
#7
Releases / Re: [B19] Wall Light
October 06, 2018, 09:54:03 PMQuote from: Amnesiac on October 06, 2018, 03:25:48 AM
Hi, love this mod! A small improvement request, let lights be placed anywhere, even on mud or water. This is highly situational, just thought I'd ask!
Example: https://i.imgur.com/iHjwCcy.png
Hey thanks! From the screen shot it looks like your using the old version, the new version is placed directly on the wall and not in front of it, it should be able to be placed on the walls in your screen shot.
#8
Help / Making something non-targetable?
September 21, 2018, 04:29:15 PM
I've been digging through the source code and I'm at a loss here. I'm trying to make something unable to be targeted by a drafted colonist. Can anyone point me towards the right direction?
EDIT: Disregard, I just figured it out I think... I set it's category to attachment and that seems to have done the trick.
EDIT: Disregard, I just figured it out I think... I set it's category to attachment and that seems to have done the trick.
#9
Releases / Re: [B18] Sun Lights
August 28, 2018, 01:27:07 AM
Haha, I thought those lights looked familiar...
#10
Releases / Re: [B19] Wall Light
June 29, 2018, 11:46:13 PMQuote from: Crazyabe on June 29, 2018, 10:39:17 PM
As A Person who uses '17 because that's where most of his mods last updated, and doesn't like having to beat his head against the brick known as Steam, is there anywhere I could download the '17 Version without having to interact with the beast of a billion bucks?
Sure, I never thought anyone would want the A17 version so I never bothered uploading it anywhere. But since you asked: https://github.com/MurmurSix/RimWorld/raw/master/WallLightA17.zip
#11
Releases / Re: [1.0] Wall Light
June 29, 2018, 02:23:49 PMQuote from: Andy_Dandy on June 29, 2018, 04:58:13 AM
Great mod, but you know there are unbalances when you will never build a normal lamp again.
What I would change: Increase build cost with + 1 Component + 7 steel. Increase power consumption to 15.
Thanks! And about the imbalance... I've tweaked the brightness and cost several times over the year I've had the mod up on the steam workshop, it's in a place that I personally feel comfortable with. I'd argue that the fact that you'll never build a regular lamp again is because they tend to get in the way and are a little ugly, not so much because this mod is overpowered.
Quote from: Canute on June 29, 2018, 06:46:12 AM
And don't forget it is a wall lamp, you only get 50% light unless you build it on a 1x1 pillar.
And the wall lamp only glow 8 tiles to 12 for the standard lamp.
This is exactly the logic I was going with.
#12
Releases / Re: [1.0] Wall Light
June 27, 2018, 12:15:38 AMQuote from: Navy1227 on June 26, 2018, 10:59:46 PM
I would think you could just use "on/off" for blinking lights, the same as them being flicked repeatedly.
Can you at least do floor lights for us?![]()
A cave entrance with tiles of lights to guide the way.
I might try to do some other light types in the future. I was thinking about ceiling lights... if I do that then I'll most likely do floor lights too. In the meantime, I know there were some mods with floor lights for B18, maybe one of those will get updated soon.
#13
Releases / Re: [1.0] Wall Light
June 26, 2018, 05:49:05 PMQuote from: RedMark on June 26, 2018, 05:16:14 PM
Look really good!
But only walls ? how about 'Floor lights' ?
And can we have flashy blinkies ?
I always wanted to do a path filled with light . You know , like in space ship interior (from movies lol ) , or landing pad .
Like your entrance inside a cave , I could put flashy light on either side . Also it would bring some ambiance to those long tunnel without taking too much space or feel (or look) in the way .
Or for exemple , if I wanted to create a workshop...even small lights like yours would make it look high tech lol
anyway , I love it!
A flashing light would be really cool but I wouldn't know how to do that exactly... I'm not a very competent modder haha.
#14
Releases / Re: [1.0] Wall Light
June 26, 2018, 05:28:07 AMQuote from: Canute on June 26, 2018, 02:58:06 AM
Hi,
what do you think to create real wall lights ?
Use ven't as prototype for a wall buildin, and give these structure some light radius.
Initially I tried doing something like that, but if you make the wall itself have the light, then the light covers both sides of the wall... If that makes sense. There is probably a way to accomplish that, but it's out of my reach for the time being.
Quote from: Navy1227 on June 26, 2018, 03:02:59 AM
Maaaaan just last night I was doing some scooping and modified this to work with 1.0, just to see you 'fix' it today! Thanks man!
Ha, you're welcome, glad you like it.
#15
Releases / [1.2] Wall Light
June 25, 2018, 11:32:30 PM
Big update! The lights are now placed directly onto walls instead of in front of them. There needs to be a passable tile in front of them. If the wall they are on is destroyed, or a wall is built in front of them, the light will be destroyed.
Light radius, power consumption, and steel cost are configurable through the mod configuration menu.
1.0 and below require HugsLib
---
Downloads:
[1.1 + 1.2]
Github: https://github.com/MurmurSix/RimWorld/raw/master/WallLight.zip
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1423699208
[1.0]
Github: https://github.com/MurmurSix/RimWorld/raw/master/WallLightLegacy.zip
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2127117908
[B19]
Github: https://github.com/MurmurSix/RimWorld/raw/master/WallLightB19.zip
Old Version: https://github.com/MurmurSix/RimWorld/raw/master/WallLightB19-OLD.zip
[B18]
Github: https://github.com/MurmurSix/RimWorld/raw/master/WallLightB18.zip
[A17]
Github: https://github.com/MurmurSix/RimWorld/raw/master/WallLightA17.zip
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