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Messages - Haplo

#1621
Support / Re: I need my activation code.THANKS
April 27, 2014, 04:57:36 PM
Please read the first (sticky) post here.
There should be all the info you need to get a resend from Tynan.
#1622
Help / Re: Set_Lit light problems
April 27, 2014, 04:52:00 PM
Honestly, I've never tried, what happends when you change the def on one thing only. It should change every instance of the glower, but I'm unsure about glowers already glowing. They should change their color instantly, but if the calculation is done with changes only, it may be that only one changes, even if the def is changed.
If you do it, can you tell us how it goes?
I'm a bit curious too ;)
#1623
Help / Re: Set_Lit light problems
April 27, 2014, 04:33:44 PM
You can overwrite the glower def. That way the glower will always have your colors.
BUT if you do that, EVERY glower of that type will be changed as you overwrite the base definition with this.
E.g. every standing light has the color red if you overwrite the def of the standing light glower.


public override void SpawnSetup()
...
glower.def.glowColor = new ColorInt(255,0,0,255); // Red


Normally it's easier and less problematic to just set the color via XML.
#1624
Ideas / Re: Fertilizer
April 27, 2014, 09:23:13 AM
The Fertilizer Pump is broken as far as I know. I think there is a mini mod somewhere, which repaired it, but with alpha 3f that was broken again. Don't know if there is a working one somewhere right now..
It will be changed in alpha 4.
#1625
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 26, 2014, 06:50:11 PM
Thanks for the info. Didn't see that one..
Hmm, seems like I need to make some additional changes...
Oh, well.. Tomorrow :)
Hmm, I've integrated it and updated the files to version 1.3.1 :)
#1626
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 26, 2014, 03:43:25 PM
New version is out: 1.3.0
This time I've added the possibility to switch the mode 'Pawn in room' to 'Pawn within 7 squares'.
(Only possible for the normal switch. The wall switch still only has the mode 'Pawn within 7 squares'.)

Additionally there is an addon for BetterPower+. This adds the PowerSwitch as a buried variant to the game.
Note: It needs BetterPower+ and PowerSwitch to be loaded before this addon.

Oh, and I've added a detailed description to the first post.
#1627
Outdated / Re: [MODPACK] (Alpha 3) The BIG Bang
April 25, 2014, 02:23:47 PM
And I thank you for providing my Workplaces a home to live ;)
I've made the definitions of what comes out of the metal bars based on the costs of the weapons.
The Slag Debries to Metal Bars was a guess on my side, but It could be wrong.
The easiest sollution is to change in workplaces the amount of metal bars produced from slag debris from 3 to 2 or even 1.
You can find the definition in the file "..\RecipeDefs\Recipe_Blacksmith_Base.xml" Row 25:

<products>
<li>
<thingDef>MetalBars</thingDef>
<count>3</count>
</li>
</products>

It should be open to discussion what should be changed, but this is the easiest way to change from my side..
#1628
Your mod is really good. I've just tested it and it does work perfectly on my side.
The only thing I would change is that right now you overwrite every pawn in your Races.xml.
As your mod right now is only for colonists, you should maybe delete everything not human out of the file, so that you only have to watch out for changes in the human definitions and not if someone changes the animal definitions.
But else it really works good!
Also I'm glad that my mod could provide some help for you to create this. :)
Good work.. ;D
#1629
Quote from: Vas on April 24, 2014, 01:46:32 PM
Odd, shouldn't an Alpha 4 have a different version number all together then?
Normally yes, it would be 0.4.xxx. But there was a bit of confusion with the first versions..
I think since 412 or so Tynan corrected them.
#1630
Hmm, what you do have there is the testers version of the alpha 4 translation build.
Your shown menu is integrated there, but not in the alpha 3 builds.
Even the newest alpha 3 build, 0.3.413 (aka alpha 3f) still has the old architect structure with bigger buttons and without the category Floors...
#1631
General Discussion / Re: How to publicize RimWorld
April 24, 2014, 06:35:55 AM
Quote from: Blitzkriegsler on April 24, 2014, 12:59:16 AM
...

I fully support Blitz's description. And I don't say that because I like his channel, which I do btw  ;) , but he described exactly how I think it could work best. Right now there is too much missing to be a full game and therefor only a few People would buy it with the produced hype of big YTs. And if you fill up the content later on, the hype is gone and there isn't that much to do about it anymore. I've seen this with games like e.g Towns bevor. The first hype was high, but the content was missing (and bugs and...), so there was much unrest in the forums.

So... +1 for Blitz's description from me :)
#1632
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 21, 2014, 04:21:03 PM
Do you have a screenshot or a description how I can reproduce this?
I've tried it, but didn't get any red/green blocks..
Any special configuration needed?
#1633
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 21, 2014, 03:39:11 AM
I don't really want to replace the room functionality.
But maybe I'll do a switching possibility between both modes..
#1634
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 20, 2014, 06:04:10 PM
Yes, the power switch switches on if there is someone in the room. With a mine there is mostly the problem that there is no door and thus the whole map is the room. With the wall switch it is different. As a wall divides rooms I couldn't use the room switching. So the wall switch does that, what you like to have: it switches on if someone is within 7 squares of it.
I'm unsure if I should add the same functionality to the switch too, as there are already so many GUI items there...
#1635
Outdated / Re: [MODPACK] (Alpha 3) The BIG Bang
April 19, 2014, 04:42:00 PM
I have honestly no idea, how you get to Haplo. Where ever did you get that name from? Such a strange thing..
Oh and before I'll forget: (Calling the Force) *** These aren't the Haplo's your searching for! You have seen nothing, it just was HALO.. ***  8)