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Messages - Igabod

#16
Version 0.2 is out now. Not a cheaty mod anymore. Reinforced conduits now require research to unlock. This isn't the final release yet but it will be quite a while before I do the new texture so you are safe to download this and not have to worry about re-downloading it in a couple days or anything. I'm not sure if it's save friendly or not so make a backup of your save before you try and load the new version up. Let me know if there are any problems and please provide feedback on research cost and other balancing issues.
#17
Quote from: Galvenox on May 09, 2016, 08:57:07 PM
Quote from: Igabod on May 09, 2016, 08:31:15 PM
Quote from: Galvenox on May 09, 2016, 08:09:38 PM
custom cook stove charges power even when not in use. that's about second or third case like that, which leaves me wondering - if modders aren't able/can't be bothered to make custom crafting stations charge power only when in use, or if it's a weird problem on my side, if that's possible at all. would love some answers.

The vanilla stove does the same thing. Pretty much everything except heaters/coolers use power at a constant rate even when not being used. To make that not be the case would require a lot more work and I don't even know where to begin with making that change. All I did with the new stove was copy the definition for the vanilla cook stove and make a couple small changes and add a new texture for it.

what are you talking about? vanilla stove and every other vanilla workstation don't use power all the time, though they're turned on. now I'm even more confused, cause I just doublechecked that.

Did you not even bother playing vanilla once with the new update just to see what was added? I always play vanilla with no mods every update.
#18
Outdated / Re: [A13] Mod MEGA PACK
May 09, 2016, 08:46:53 PM
Quote from: astronoth on May 09, 2016, 08:16:11 PM
I didn't notice any robots in the list?  Also your biometweakspawn link is broke

Actually all of the links for my mods are wrong. Biome Spawn Tweak should link to https://ludeon.com/forums/index.php?topic=15666 Bulk Meals should link to https://ludeon.com/forums/index.php?topic=11155 And Fast Floors should link to https://ludeon.com/forums/index.php?topic=7097
#19
Okay I've looked at what is needed to update this mod and it's going to take a bit more work than I can do in just one day so please be patient a while longer. I'll try to get it done soon. Tynan made quite a few changes to the code since last time I looked at it and I'll have to start from scratch just to figure out what I need and don't need. I will work on it every day for at least an hour after I get off work until I get it right and hopefully it doesn't take too long. I know everybody is waiting anxiously for this update.
#20
Quote from: Galvenox on May 09, 2016, 08:09:38 PM
custom cook stove charges power even when not in use. that's about second or third case like that, which leaves me wondering - if modders aren't able/can't be bothered to make custom crafting stations charge power only when in use, or if it's a weird problem on my side, if that's possible at all. would love some answers.

The vanilla stove does the same thing. Pretty much everything except heaters/coolers use power at a constant rate even when not being used. To make that not be the case would require a lot more work and I don't even know where to begin with making that change. All I did with the new stove was copy the definition for the vanilla cook stove and make a couple small changes and add a new texture for it.
#21
Outdated / Re: [A13] Colony Manager V2
May 09, 2016, 04:47:14 PM
Cougars don't show up on the hunting list but the manager auto designates them to be hunted which resulted in a serious injury for my hunter. I'm on the temperate biome. Other than that the mod seems to be working just fine. It's not the easiest thing to figure out how to set everything up at first but that's just because it's so complex and is to be expected. I gotta say I'm loving this mod and would love to see it added into the vanilla game at some point. Good work Fluffy! :)
#22
Outdated / Re: [A13] Mod MEGA PACK
May 07, 2016, 11:02:57 PM
Quote from: crusader2010 on May 07, 2016, 03:31:48 PM
Quote from: knainoa on May 07, 2016, 03:02:52 PM
Hello! I love your modpack. I chose to manually add Miscellaneous, Ts Mods, and Rimsenal. Of course it's not fully compatible, so I thought I would ask the creator if it would be possible to add these mods in some form or fashion. I know Rimsenal doesn't have a Combat Realism patch, but still.

Hi! I'm considering some mods from Miscellaneous, but will need to test them first. Rimsenal is already present and you can enable it (but what it adds might be too overpowered because of CombatRealism, or you might have some errors - I can't say for sure because I didn't enable it yet in my tests). About T's mods, I'm considering CoreCropTweaks; other mods could have incompatibilities with some from the pack (e.g. MoreFloors with FastFloors, ExpandedCloth with Extended Fabrics, ExpandedCrops with BulkMeals, etc).

All in all, I want to test these mods before adding them here, and that requires quite a bit of time (and there are so many to consider!) - some features might not interact properly with each other. My general focus with this pack is balance, so I'm not going to add anything that pushes the game (at least in my opinion) towards either of the extremes (too easy/too hard).

But, if everything is working fine for you, add/enable whatever mods you like and enjoy the game!  8)

There are some incompatibilities with more floors and fast floors but it's easy to fix since fast floors only adds one line to each floor type. T may even make a compat patch for more floors once he notices I am back and updated fast floors again. As far as bulk meals goes, it shouldn't have any problems with ExpandedCrops as far as I know. If it does please let me know and I'll try to resolve those issues.
#23
Outdated / Re: [A13] Reinforced Conduits
May 07, 2016, 03:41:04 PM
Quote from: hector212121 on May 07, 2016, 01:53:30 PM
Mmmmmh.... feels a little redundant when you have Skully's power and the ED Compressor. Unless it goes over, oh, 800 hp per conduit anyway.

So use those if you prefer them. I personally just wanted a simple reinforced conduit without all the frills of the other mods so I made one myself and figured I'd release it for anybody else that just wanted a simple version. Nobody said there can only be one version of a particular mod. Skullywag himself even encourages people to do different versions of his mods so I don't see a problem here.
#24
Outdated / Re: [A13] Reinforced Conduits
May 07, 2016, 12:02:28 PM
Quote from: Killaim on May 07, 2016, 05:39:28 AM
neat.

would you know if making conduits that are grouped.

so different group conduits wont merge with ones not part of their group.

would love something like that.

I have no clue what you mean. But whatever it is sounds like it will require a .dll and I don't do .dll mods. This is not meant to be a huge mod with new mechanics that are not part of the vanilla game. I'm just adding an upgraded version of power conduits to the game and will eventually add a new research topic to make it less cheaty.
#25
Outdated / Re: New A13 Mods announcement thread
May 06, 2016, 09:12:09 PM
Reinforced Conduits
https://ludeon.com/forums/index.php?topic=19932.0
Adds fireproof power conduits that have higher health than vanilla.
#26
This is just a simple mod which adds reinforced power conduits to the game. They have higher health value, higher cost, higher work time, and most important they are fireproof. Uses the same graphics as vanilla power conduits but I might edit the texture later to make it thicker and maybe a slightly different color so you can tell the difference between those and the regular ones.

Changelog:
V0.1 - Initial release.
V0.2 - Added research requirement to unlock.

Licensing info: Free to use in any modpack or mod with no restrictions. Just toss a link back to this thread somewhere on the first post if you use it. No need to ask for permission to use this.

[attachment deleted by admin - too old]
#27
Quote from: harpo99999 on May 06, 2016, 06:52:05 PM
I also can not access the section of the ludeon forum that the mod is saved in,
could igabod please move the mod to either tha main part of the forum or to a different file hosting system

It has not been updated to alpha 13 yet. That will be done in a few days. The reason you can't access it is because the link is from a11 and has been deleted due to age. Please be patient. I'll get to it as soon as I have some free time.
#28
as far as I know that isn't possible without a .dll and I don't do .dll mods. I'll mess around with the code and see what I can do but don't get your hope up. I think there is a mod that adds spot lights somewhere though. If I can find it I'll link it on here later.
#29
Outdated / Re: [A13] Hauling enabling mod.
May 06, 2016, 01:20:17 AM
so people that are incapable of dumb labor are still capable of hauling? I might just have to give this mod a go next time I play. I'm kinda surprised I didn't think of doing this mod myself many alphas ago. I've always hated having people who couldn't figure out how to pick up an object and walk 15 feet and drop it. Never made sense to me. Everybody in real life knows how to do that. The only time I think someone should be incapable of hauling is if both arms are missing and a proper replacement hasn't been installed yet.
#30
Outdated / Re: [A13] - Darkness Revamp (v1.0)
May 05, 2016, 03:36:02 PM
Quote from: Mechanoid Hivemind on May 05, 2016, 03:19:02 PM
Marked for the future,

Id like to see out side lights that won't blow a hole in my wall when it rains so i can see out side

Keep an eye out for my Advanced Lamps mod to be updated to a13 in the next few days.