Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Igabod

#31
Quote from: cucumpear on May 05, 2016, 03:15:53 AM
Quote from: Igabod on May 02, 2016, 09:00:22 PM
I'll take a look at it tonight and see how much work is needed to update it. I don't currently have the a12 update that was done by jerome however so it might take a lot more work than I have time for so I can't promise anything right this moment. If I don't get it done tonight then I'll try again in a week on my next day off (I work 6 days a week so free time is in short supply for me). If anybody can upload the a12 version that might help speed up the update process a little.

Good thing I never clean up my rimworld folders, I guess. Here's jerome's A12d version.

Thank you for the upload. I will check it out when I have some free time again. Monday is my next day off so I'll try to get to it by then. :)
#32
Ideas / Work priorities
May 04, 2016, 01:40:40 PM
I'd like to see a fifth level of work priority. 1-4 just doesn't seem to be enough for me. I like to set the firefighting and doctoring and patient to 1, haul to 2, primary job to 3, and the rest gets set to 4. But I'd prefer to have cleaning higher priority than the other jobs that are only on there to keep colonists from being idle. So if we had a 5th level to it I could set cleaning and maybe research to 4 and then the busy-work duties would be set to 5. It would actually be ideal if we had 10 levels so that I can set the exact order of operations up for each job. But 5 will do if it's too much work to make 10 levels. The 1-4 worked fine on alpha 6 when there weren't quite as many jobs implemented yet but now I have a hard time with setting things up exactly the way I want them.
#33
I have those checked off already. Didn't work. Might be a problem with Windows 8.1 or something.
#34
Outdated / Re: [A13] Mod MEGA PACK
May 04, 2016, 12:56:39 PM
Quote from: crusader2010 on May 04, 2016, 12:48:11 PM
Quote from: skullywag on May 04, 2016, 12:40:33 PM
mine are at 0.99 and work fine.

Theyve never been a perfect solution, they mainly provide a safe firing position where melee cant get you, i dont think any have made the targets inside any harder to hit from range, Combat Realisms might might be worth checking that.

I remember from some older Alpha (10/11?) that they stopped a lot of bullets/arrows and very few could actually hit the colonists. I'll take a look at CR too to see what happens. Thanks for the info!

Yeah, the original Embrasures mod had them working like sandbags that were impassable by pawns. The code has changed quite a bit since then though so I'm not sure if it's possible to do that again but you can check the original mod out to see what they did. I've attached it to this post.

[attachment deleted by admin - too old]
#35
Quote from: Rock5 on May 04, 2016, 06:57:49 AM
Quote from: Igabod on August 31, 2015, 02:36:35 PMThis is such a small mod that regular .zip is all I needed and since I can just right click and send to a compressed folder that's easier than opening my 7zip program and finding the correct rimworld folder (I have a lot of them now cause I keep the old versions installed).
Sounds like you create 7zip files the hard way. Why not just right click and select "7-Zip\Add to archive" instead of "Send to\Compressed (zipped) folder"?

There is no right-click context menu for 7zip on my computer for some reason and I can't figure out how to get it to appear. Otherwise I would totally do that.
#36
Outdated / Re: New A13 Mods announcement thread
May 04, 2016, 02:53:43 AM
Biome Spawn Tweak v0.2
https://ludeon.com/forums/index.php?topic=15666.0
Adds some of the new animals to the biome spawn list on all biomes. Cows, chickens, dogs, cats, and more!
#37
Back by request. I didn't have the original version of this saved on the computer I'm using right now and couldn't be bothered to turn on my other computer and snag it so I just redid everything from scratch. I am sure the commonality of the animals is probably different from the original version but if it needs adjusting just comment and let me know. I added in a few more animals including cats and dogs but I left Thrumbos off of the spawn list all together this time because of balance reasons. Some of the animals might not do very well in the more extreme climates so you might want to tame them up as quick as you can before they either wander off or die. I only did the minimum amount of testing just to make sure there aren't any crash bugs (not related to my crash bugs in the old Biodiversity mod which is currently put on hold) so if you see any issues please let me know and I'll get around to fixing them as quickly as possible. Now get out there and tame some chickens and cows and puppy dogs. And have fun!
#38
Quote from: lance789 on May 03, 2016, 12:48:21 AM
Any chance of A13 update?

Maybe... but not until next week if I do decide to do it. I'm working for the next 6 days and won't have time to work on it until Monday. I didn't really think it was necessary with a13 though because of the frequent visitors that often bring cows and chickens and other animals with them to trade. But since there was a request I'll look into doing it when I get the chance. Who knows, I might even look at it when I get off work at 1am but I won't promise anything.
#39
Quote from: Topper on April 10, 2016, 12:46:07 AM
Any updates to 13 for this one? The differnt lighting options were quite useful

Quote from: xlockeed on April 10, 2016, 11:56:23 PM
Yes please update this. Pretty please

Quote from: silentwolf123 on April 19, 2016, 11:19:04 AM
Be a good mod to update if a update is needed :P

I'll take a look at it tonight and see how much work is needed to update it. I don't currently have the a12 update that was done by jerome however so it might take a lot more work than I have time for so I can't promise anything right this moment. If I don't get it done tonight then I'll try again in a week on my next day off (I work 6 days a week so free time is in short supply for me). If anybody can upload the a12 version that might help speed up the update process a little.
#40
Thanks to Loki88 for updating this mod once again for me. The original post has been updated and Loki88's version was uploaded. Anybody that was waiting for the official update can now download it from the attachment on the original post.
#41
Thanks to everybody for keeping this mod alive while I've been busy working 6 days a week. I have uploaded the update for a13 done by Dismar to the original post so anybody that was waiting for an official update to download it can finally get to cooking in bulk.
#42
Outdated / Re: New A13 Mods announcement thread
May 02, 2016, 08:06:58 PM
Fast Floors v1.4
https://ludeon.com/forums/index.php?topic=7097.0
Tweaks the vanilla floors to add speed boosts to most flooring types.

Bulk Meals v2.4
https://ludeon.com/forums/index.php?topic=11155.0
Adds new recipes to the cook stove, allowing you to cook multiple meals at a time.

Temperature Control v2.41
https://ludeon.com/forums/index.php?topic=8223.0
Adds several options for better controlling the temperature of your colony.
#43
After a long period of time away I decided to update at least one mod for a13. I may update others but I can't guarantee that since my free time is extremely limited due to working 6 days a week. Enjoy folks!
#44
Quote from: irotsoma on October 27, 2015, 12:00:45 AM
I made a patch for Haplo's alpha 11b version https://ludeon.com/forums/index.php?topic=9532.msg150027#msg150027 to make the mod work with alpha 12d.  I didn't know if it would be appropriate for me to post the whole mod, especially with the UOM fiasco.  So, I just created a patch that replaces the dll and the def files that need to be updated.  This work was inspired by ninefingers UOM version, but was created mostly by combining the versions in the alpha 11b and parts of the Core mod.  It also doesn't add any of the extra stuff that was in UOM.  I also fixed the missing Ram Wool definition, but just made a copy of muffalo wool for now.  It probably needs to be recolored at least.  Feel free to use it as you will.

As long as you're just uploading it on this thread then I don't mind if people do updates and post the whole mod.
#45
Wow, this looks awesome. This is what I wanted to see happen when I started my Biodiversity mod and better than I was going to be able to do. I can't wait to try it out, but I'm busy all week so I'll have to leave a sticky note on my monitor to remind me to download this when I get a chance to play.