you have to dig in further than just a few blocks by a few blocks. The only time that isn't true is if you have a small hill or something that is only a few blocks by a few blocks and you remove the last piece supporting the ceiling. In that case, just don't mine the last one, or put up a single wooden wall.
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#977
Outdated / Re: [Mod](A7) Fast Floors V1.1 as requested by Kentauros87
October 26, 2014, 08:20:14 PM
I'll test it again tonight and see if I can replicate that. Eating dinner right now but then I'll test it afterward.
#978
Mods / Re: No Cave Ins. They're terrifying!
October 26, 2014, 06:40:47 PM
cave-ins are the easiest thing to avoid. just don't mine out too big of an area at a time. Build supports or even build full walls like I do. I hate having bare rock walls even if the colonists couldn't care one way or another. Or if you just don't want to build supports, leave one square untouched every now and then leaving natural stone supports. This is literally the least threatening danger of the entire game as long as you don't try and mine out an entire mountain. And a tip, when demolishing the ancient stone buildings that are left sporadically around the map when you arrive, use the "create no-roof" button and you won't have anybody die from cave-ins there either. That was the cause of my last cave-in death but that was a long while back.
#979
Outdated / Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
October 26, 2014, 05:54:50 PMQuote from: ITOS on October 26, 2014, 03:13:26 PM
My brain turns "EMRG turret" into "Ermahgerd! turret".
Mine too! LOL. Every time I see that on my mods list I say ERMAHGERD!
#980
Outdated / Re: [Mod](A7) Fast Floors V1.1 as requested by Kentauros87
October 26, 2014, 09:24:13 AMQuote from: kentauros87 on October 26, 2014, 07:13:51 AM
Good job! 130% speed is not too op. Found something strange: all mined areas and smooth stone changed to sandI think a next logic step could be a new floor, with huge speed bonus and building cost
That shouldn't be happening. I didn't experience it in my test game that I just got done playing. Even if you downloaded the wrong version it shouldn't happen. I'll see if I can replicate it. But one solution that you may not be aware of for most problems with mods is when you open the mods screen in the game for any reason, even if you don't change anything, you must completely exit to OS and then restart the game. This is a bug in the game and not a problem with the mod. Lots of strange things happen when you don't do a reload of the game after fiddling with the mods screen. Try it again and let me know if you are still experiencing that strange error.
#981
Outdated / Re: [Mod](A7) Fast Floors V1.1 as requested by Kentauros87
October 26, 2014, 03:40:48 AM
Just realized I had the wrong version uploaded. I uploaded the test version with decimal numbers for a value but the game doesn't accept those so I had to go with whole numbers. The version in the attachment on the OP now (v1.1) is the correct one. Dropbox is going to be updated immediately after posting this message.
#982
Outdated / Re: [Mod](A7) Fast Floors as requested by Kentauros87
October 26, 2014, 03:11:49 AMQuote from: Romi on October 26, 2014, 03:09:43 AM
It would be cool if you could add some new floors.Like pine wood floor,etc.
The reason I haven't done this yet is because it's already been done. T's mods has a large selection of custom flooring. If you don't see one you like there I believe he is taking requests (but don't quote me on that, it's been a while since I looked at that thread.)
#983
Mods / Re: [mod request] Improved food dispenser
October 25, 2014, 11:32:41 PM
Immersive Rim mod has a module called Immersive Cooking which has a 1x1 NPD that doesn't give you a negative thought for eating from it. Here is a link to the thread
#984
Mods / Re: [MODE REQUEST / IDEA] "fast lanes": quick movement for colonists
October 25, 2014, 11:11:36 PM
Request granted. I modified the already existing floors to increase the walk speed on them. Some effect it more than others. Have fun! Click here for the forum thread
#985
Outdated / [A13] Fast Floors V1.4 Updated for alpha 13 May 2, 2016
October 25, 2014, 11:10:00 PM
This mod is very simple. It changes the terrains_floors def file and increases the walk speed of colonists on paved floors and wood floors and pretty much everything except carpet. Some increase it more than others too. I didn't add any new floors in but this probably won't be compatible with anything that does modify the flooring defs.
This is not old save compatible. You must start a new colony in order to not experience some glitches.
No need to credit me with this. Do whatever you want to do with it. I just did it as a quick diversion from what I was working on.
This was requested by Kentauros87 on This Thread.
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This is not old save compatible. You must start a new colony in order to not experience some glitches.
No need to credit me with this. Do whatever you want to do with it. I just did it as a quick diversion from what I was working on.
This was requested by Kentauros87 on This Thread.
[attachment deleted by admin - too old]
#986
Mods / Re: Everybody's Mod - Alpha 7 Edition
October 25, 2014, 10:27:01 PM
When will this mod be available for the public to download? I love the idea of it.
[edit to add:] Oh yeah and sign me up please.
[edit to add:] Oh yeah and sign me up please.
#987
Outdated / Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
October 25, 2014, 08:42:10 PMQuote from: Coenmcj on October 25, 2014, 07:13:25 PM
But will it blend? That is the question.
Some things in rimworld are still hardcoded, Solar flares might be uneditable so that something could stop them in a localized area.
There is a mod out now that adds hydroponics basins and lights and a turret that all operate without being connected to the power grid and still function during solar flares. So I'm sure it's possible.
#988
Outdated / Re: [MOD] (ALPHA 7) Jack-O-Lanterns!
October 25, 2014, 07:04:12 PM
I like it. My only criticism is that the pumpkins look a bit yellow on my monitor. And the faces on the Jack-o-lanterns are a bit hard to see. This may be due to my video settings, I don't know. But I figured I'd let you know anyway.
I'd love to see a ghost costume or something the colonists can wear. Also, there are a couple mods out there that have lights that don't require a connection to the power grid. You might check them out to figure out how to power your jack-o-lanterns without a cord sticking out of them. Immersive Rim is one of them. There is also another that I think does this called More lights (I think, my Advanced Lamps mod does not contain this feature though).
And another suggestion for additional features is to make a recipe on the cook stove that uses pumpkins to make a pumpkin pie which adds a happy thought when eaten. Or you could add another cook stove type item specifically for baking pies and whatever other goodies you can think of to use pumpkins for. Maybe a baking oven.
I'd love to see a ghost costume or something the colonists can wear. Also, there are a couple mods out there that have lights that don't require a connection to the power grid. You might check them out to figure out how to power your jack-o-lanterns without a cord sticking out of them. Immersive Rim is one of them. There is also another that I think does this called More lights (I think, my Advanced Lamps mod does not contain this feature though).
And another suggestion for additional features is to make a recipe on the cook stove that uses pumpkins to make a pumpkin pie which adds a happy thought when eaten. Or you could add another cook stove type item specifically for baking pies and whatever other goodies you can think of to use pumpkins for. Maybe a baking oven.
#989
Outdated / Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
October 25, 2014, 06:45:15 PM
I love the idea of this mod. More events and challenges that don't involve raiders or mechs is a good thing. One question though, is this compatible with old saves? I have one colony that I got to a great point where it is (almost) completely invulnerable to raiders and mechs so it's not very challenging anymore but I still like the characters and stories involved in it. I'd love to add this mod in and give my impregnable base a new challenge to overcome.
#990
Releases / Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.3 - Updated Oct 19 2014)
October 24, 2014, 07:28:01 PM
Recently I got tired of playing with really well armored and armed people and decided to switch things up a bit. I made one game where my starting colonists were 3 miners and the pilot of the ship. Made up a story where they were part of a large expedition toward a mining colony and the ship crashed leaving just them and the pilot alive. None of them has any passions except mining at 2 flames and one other thing at 1 flame (construction for one, growing for another, and shooting for the third miner). The pilot was skilled at social and that was it. I found it to be a fun challenge and even more fun to come up with the stories based upon the fact that they are all totally lost as to what to do. The colony didn't last too long before mechs destroyed them, but that was actually part of the fun of the story. None of my colonies has had a happy ending but I enjoy it all the same.
I think a next logic step could be a new floor, with huge speed bonus and building cost