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Messages - AHare

#31
Hey everyone. Unfortunately, due to some life things and just lack of interest in games as a whole, I haven't really been able to update this or my other mods. If anyone wants to take them over, feel free to do it, just let me know and I can give you all the stuff I have for them.

Actually for this I haven't even figured out how to make them work as natural ship parts, which is annoying. Maybe something has changed in A8 but I haven't looked.
#32
Hey everyone. Unfortunately, due to some life things and just lack of interest in games as a whole, I haven't really been able to update this or my other mods. If anyone wants to take them over, feel free to do it, just let me know and I can give you all the stuff I have for them.
#33
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
October 15, 2014, 11:34:38 PM
I'll have a look at it. Might be a while though, got some personal issues going on that is sapping my desire to mod, sorry.
#34
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
October 14, 2014, 06:23:36 PM
Quote from: RedPhoenix on October 14, 2014, 11:07:53 AM
I have a colony in the rainforest, but whenver I load it with this mod enabled it turns all tiles of water and marsh into sand. Is that due to missing definitions of  those tiles (marsh, marshy soil eca.)?
Ah, yeah, that happens. I don't really know how to fix it yet. It's a problem with editing the vanilla terrain. I'll work on it when I add the marsh floors.

Quote from: InfiniteRemnant on October 12, 2014, 06:55:46 PMyou can't add something to the concrete that bypasses the no-build rule? like an inversion of the restrict code or something?
or a rewritten clone of the fertilizer pump that "dries out" the terain, turning Mud/water into sand or gravel or something?
It may be possible with some DLLs, but honestly I don't know how to code in C#, so at least right now, it's not anything I can do.
#35
Quote from: Kulverstukass on October 13, 2014, 12:27:58 PM
Oh my, it's time to rebuild hydroponics department, thanks!

notice: 2x2, 2x3 & 2x4 descriptions says it's 1x3.
Oh, I knew I missed something. Will fix it later, after sleep.
#36
Done! Added three more.
#37
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
October 12, 2014, 06:13:18 PM
Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.
To build anything on water or mud, I still have to modify the water/mud, which makes everything buildable on them. If I want to restrict it to just concrete I'd have to limit everything else the same way I am now, so I'd be changing even more stuff.

Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
Cause as-is, i can't use this due to multiple mods trying to overwrite beds causing odd behavior.
Which mods? I can make some compatibility files for them.

Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
Also, any chance the jungle specific terrains can be added to this?
Yeah, will work on that later.
#38
Help / Re: Buildable flag TerrainDef?
October 12, 2014, 01:32:26 PM
You've got no affordances. They tell the game what can be built on what type of terrain, or what terrain that thing needs.

<affordances>
  <li>Light</li>
  <li>Heavy</li>
  <li>SmoothHard</li>
</affordances>

<terrainAffordanceNeeded>SmoothableStone</terrainAffordanceNeeded>

<affordances> is what type of buildings this terrain can support, and <terrainAffordanceNeeded> is the what it needs to be built on; meaning you can't have a heavy needed on something that only has a light affordance. Here is all the affordances in the game:
Any
Light
Heavy
GrowSoil
Diggable
SmoothHard
SmoothableStone
#39
Outdated / Re: [MOD] (Alpha 7) More Lights
October 12, 2014, 03:33:47 AM
I can't get the path light to work either. Still listed as dark directly beside it at all times. Also has a really tall shadow which is weird but whatever.
#40
Releases / Re: [MOD] (Alpha 7) Auto-Turrets Mod
October 11, 2014, 12:12:42 AM
Yay! Glad you managed to update this, been wanting new simple turrets .
#41
If it's possible, can you make an option for smaller (half-sized, say) icons/buttons in the architect menu? So many mods that add a bunch of new stuff to build ends up cluttering the menu and you can't see where you want to place it.
#42
Help / Re: How to replace an image?
October 08, 2014, 03:10:07 AM
You'll need to overwrite the original path using the def file. Find the def file of what you want to replace, make a copy of it in your own mod folder, and change the graphic path to match your new texture in your own texture folder.. I'd also say take out all the extra <ThingDef> entries but I guess you don't have to.
#43
Any way to get a version that has a smaller chance to drop the chunks? Since they only haul one at a time, when you're digging into a mountain it takes forever to clean up.
#44
Outdated / Re: [MOD] (Alpha 7) More Storage
October 07, 2014, 08:44:51 PM
May I suggest something like this or this? The larger dumpster should be something like 2x3.
#45
Help / Can you limit the stuff options?
October 07, 2014, 04:37:46 PM
If you make something use the Stuff system, can you limit it to using only certain materials? Like not being able to make it out of plastisteel or uranium even if those are available?