is it possible to have a "lite" version of this mod, with most of the content but the vannila tech tree? so like instead of overwriting the standard tech tree, it just adds more things to research for the different items, and not overwriting standard stuff like food preperation? that way i can use this with other mods! thanks in advance.
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#361
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.10 - Siege Bug Fixed!
August 21, 2014, 02:24:04 AM #362
Unfinished / Re: [Project](Alpha6)RimTECH[Upcoming mod]
August 19, 2014, 02:20:28 AMQuote from: Blackjack1000K on August 15, 2014, 09:44:06 AM
Updated for an Alpha 6 Release, should be able to make a playable demo in a few weeks
IM BACK TO MODDING BABY!
also does anyone have a guess what the Digital Miner might be :3
the digital miner from mekanism mod for minecraft? also, in the title you say "minecraftReloaded" i think the mod you mean is "minefactoryReloaded" because when i google minecraftreloaded all i get is minefactory reloaded, and minefactory is a factory mod, sorta like what you describe. seems like a cool mod! also, when adding new techs, can you not change vannila researchable techs? it makes mod compatibility almost nonexistent, and i use many mods. this mod seems awesome!
#363
Outdated / Re: [MOD] (Alpha 6) A2B: conveyor belts & co.
August 18, 2014, 11:41:52 PM
finally, a new conveyor belt mod while better power is being updated to alpha 6.
#364
Releases / Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
August 18, 2014, 06:48:54 AMQuote from: Haplo on August 18, 2014, 06:19:26 AM
Thank you, I'll look into it, when I'm back home.
But my first thought is, that it is the positioning, that's making the problems.
The Assembler creates an own stockpile on the interaction spot. The placement of your stockpile will most likely result in an unfortunate cross interaction between both Storages. I'll look if I can place the created storage inside the machine itself, but am unsure, if that's possible. But we'll see..
If this really is the problem then I recommend this:
Stop the production of the assembler and then delete your storage zone near the interaction point. Afterwards start the production again.
If everything went well, this should restart the storage of the assembler without interaction problems.
well, in your known bugs section, it says that not to set the storage to critcal or it wont work,but i dont have any options for it. i think the problem was i just had a bigger stockpile on where the interaction spot was. ill see if it works now.
edit: it works! i think it was the stockpile placement. thanks for helping!
#365
Releases / Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
August 18, 2014, 04:05:46 AMQuote from: Haplo on August 18, 2014, 03:13:24 AM
Can you post the savegame and worldfile, please?
You can find them, if you go into the options menu and click on Open Savegamefolder.
The explorer should open and showing you some folders. I need the savegame and the world file you used for that savegame. With this I can take a look into what might be the issue that the jobs are starting like that.
Most likely it will be even compressed >300kB so that you cant post it directly here.
In this case, try to post it via mediafire or puush or something similiar.
Hmm, to be clear: You placed the source stockpile NEXT to the interaction Point? Not ON it?
actualy, i placed the source stockpile ON the interaction point, so not diagonal to the texture with the input slot where the resources, directly next to. its bug example.rwm in one drive filehttps://onedrive.live.com/?cid=3315713F440A6017&id=3315713F440A6017%21148
#366
Releases / Re: [MOD] (Alpha 6) Miscellaneous w MAI (V 1.6.2 / 17.08.2014)
August 18, 2014, 01:50:57 AM
help, i think i found a bug. when i try to build a Mai, the person hauling the silver and i assume metal, when they try to haul they try to move and then they stop moving, like when you melee hit someone when there moving, accept really quickly. i tried putting a stockpile next to the interaction point, with the silver placed in said stockpile, and what happens is they end up standing on the stockpile repeatedly trying to place silver in the assembler, but it just ends up repeating the noise it makes when silver gets picked up really fast, and i get this console error:
Zeiph started 10 jobs in 10 ticks. curJob=HaulToCell(a=silver212018, B=(220.0,154))
and im also getting this error:
zeiph starting job wait(a=(0,0,0), B=(0,0,0)) while already having job haultocell(A=Silver212018,B=(220,0,154))
please help
Zeiph started 10 jobs in 10 ticks. curJob=HaulToCell(a=silver212018, B=(220.0,154))
and im also getting this error:
zeiph starting job wait(a=(0,0,0), B=(0,0,0)) while already having job haultocell(A=Silver212018,B=(220,0,154))
please help
#367
Outdated / Re: [MOD] (Alpha 6) Trap Pack (v .40) -huge update with textures by somz!
August 16, 2014, 11:45:45 PM
im using this with T,s BetterCrops, and i think it replaces the standard rimworld berries with blackberrys and raspberrys or something like that, and im not sure what to do. should i just edit it to use blackberries? i want to use both mods.
#368
Mods / Bigger map sizes {request}
August 15, 2014, 08:36:18 PM
is it possible to increase the size of the map? so like, 500x500 or 1000x1000? i know it would run horribly laggy, and have horrible bugs, but i just want to see if its possible, it would be great if someone made a mod for it.
#369
Outdated / Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
July 22, 2014, 06:55:51 PM
so this also includes the turret package mod? because i have both downloaded and activated, but i dont see any of the new turrets. what are the new turrets anyway? not including howitzer or artillery
#370
Outdated / Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
July 21, 2014, 05:53:50 PMQuote from: stef791 on July 21, 2014, 10:36:26 AMit sorta makes sense? like if the colonist had no where to sleep and the only place to sleep was the doggy bed, well wether or not they would choose between the floor or the dogs bed is up to the colonist opinion.
nice mod but the dog beds are buggy, if you dont have beds for your colonists, they will sleep in the dog's bed
#371
Outdated / Re: [MOD] (Alpha 5) The Clay Mod v0.1
July 21, 2014, 04:36:09 PM
you should add clay floors to walk on. they would be both nice looking and making colonist happy and fast to walk on.
#372
Releases / Re: [MOD] (Alpha 5) Miscellaneous w. MAI (V 1.5.5 / 20.07.2014)
July 21, 2014, 08:03:25 AM
of all the automatic robot mod, or drone mods ive seen so far, this one i like the most. i think its how the MAI is made with the assembler and stuff, and the balance of the mod because its not overpowered or underpowered. its a great mod!
#373
Outdated / Re: [MOD] (Alpha 5) TechTreeMinami v2.6 [Trader Schedule & Negotiate Raiders]
July 18, 2014, 05:00:10 PM
how compatible is this with other mods? like i know it will work,but the fact that other mods have the vannila-like research system, is it overbalanced? underbalanced? Overpowered? underpowered? stuff like that.
#374
Outdated / Re: [MOD] (Alpha 3) Toughrock: Concrete Economy (Release 3)
May 13, 2014, 05:28:36 PM
think you can have a version compatible with either industrial rim or better power? hopefuly industrial rim?
#375
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 07, 2014, 03:11:23 PM
do you think you can make a industrialrim compatible version?