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Messages - AHare

#46
Help / Re: Ship parts not counting as ship parts
October 07, 2014, 03:57:08 PM
Bump. Still can't figure this out.
#47
Mods / Re: [Mod Request] Harvest organs from dead
October 07, 2014, 03:55:03 PM
I'd love the idea. In the real world people can be organ donors, so it'd be great for that to be an option should one of your colonists kick the bucket. Since you can track injuries, have some parts not be available if too damaged, that'd be realistic.

Slightly related, it'd also be nice if we could harvest from prisoners. With no anesthetic for the bastards...
#48
Outdated / [MOD] (Alpha 7) More Hydroponics Basins 1.1
October 07, 2014, 09:22:36 AM
Nothing fancy, I just like options. Adds three extra hydroponics basin sizes at 1x1, 1x2, and 1x3.
UPDATE: Added three extra, at 2x2, 2x3, and 2x4.

#49
Quote from: Clibanarius on October 06, 2014, 06:47:57 AM
While not an issue of functionality, you may mean 'cryosleep', as opposed to CRYPTOsleep in the original post. I remember the original VHS for Aliens had a similar bizarre instance of mis-heard sci-fi terminology sneak onto the Closed Captions; when referring to terraformers terraforming, Weyland-Yutani Corporation rep Van Lewin's dialogue was transcripted as 'terra farming', haha.
Actually, I've been calling it CRYOsleep to myself, but every instance in-game is listed as CRYPTOsleep. It sounds weird to me but I'm just doing it as Tynan has it.
#50
Help / Ship parts not counting as ship parts
October 04, 2014, 05:26:35 AM
I'm making some more ship pieces, but when I place them in-game they don't seem to count. If you have just the modded ones, they're not recognized as proper parts. I also made another ship beam, but it isn't can't be used for cryptosleep pods. I checked the C# source, and that I saw (I really know nothing about C# so I'm probably missing it), it just gets all the blocks adjacent to the core that count as ship parts, so I'm not sure why this isn't working. Anyone else got an idea? Are ships parts just not moddable or something yet?
#51
Shipyard - More parts for your ship!


Put those left over resources to good use and spice up your ship design!
      
This mod adds a few blocks specifically for making ships look better.
Current features:

  • Smaller thruster!
  • Another Cryptosleep pod! Has the interaction square on the other side, for symmetrical ship designs

Hopeful features:

  • Wall blocks!
  • Corners!
  • Steeper corners!
  • Cockpit! Uses an AI core. No more need to dangle one off your back end!
  • Smaller Reactors!

Bugs:

  • Added parts don't count as launchable ship parts. If you have just the modded parts on a ship, you cannot launch. I have no idea how to fix this at the moment.

[attachment deleted by admin: too old]
#52
Quote from: Rex705 on October 02, 2014, 10:24:53 PM
Can you make it possible to place the floor tiles over mud so I can be rid of this nasty stuff?
Yes!
Updated the main post. I changed a bit, made some things unbuildable in deep water because they just don't make sense. But in doing that I had to edit all the vanilla Building_* files, so I think that might make it incompatible with any mods that modify those buildings. Don't know how to fix that. I'm just happy I figured out placementrestricters.
#53
Hmm. Did some testing, and it seems that my extra sleep pod doesn't actually count towards the needed pods. If you have just the modded one then you can't launch a ship, and I don't know why. Doesn't look like anything that specifically calls it out in the .dll source, but I don't know C at all so I'm probably missing it.
#54
Help / Error loading textures
October 02, 2014, 12:40:47 PM
Made a thing, and when I load it up the icon is a big pink X and when placed it's just a pink square. Tried using images from other mods and the core, still errors.
Console gives this:
Failed to find any texture while constructing Graphic_Multi(initPath=Shipyard/ShipEngine_back, color=RGBA(0.500, 1.000, 0.600, 0.400), colorTwo=RGBA(0.500, 1.000, 0.600, 0.400))
Failed to find any texture while constructing Graphic_Multi(initPath=Shipyard/ShipEngine_back, color=RGBA(1.000, 1.000, 1.000, 0.400), colorTwo=RGBA(1.000, 1.000, 1.000, 0.400))


EDIT: Nevermind, solved it. Was using graphicMulti in the XML when i should have used graphicSingle.
#55
Okay, decided to say screw it and updated to A7. I also made the floors work more like the natural stuff, so you can farm on it now! And I added mud, and swimmable water, which is kind of buggy because you can build everything on it but, eh, I'm too sleep deprived to fix that now.
#56
Quote from: ItchyFlea on October 02, 2014, 03:36:41 AM
They don't. Activating them kills the gui, and by extension, the game.
Far too much has changed between A6 and A7 that even simple mods (IE: My Target Practise Mod that adds 1 item) must be made specifically for A7 otherwise they will not work correctly or at all.
Ah. Well, that's crap but completely understandable. Will fix soon.
#57
Outdated / [MOD] (Alpha 7) Natural Terrain Flooring
October 02, 2014, 03:24:24 AM
A couple mostly aesthetic mods for small things that annoyed me and that I can fix.

Natural Terrain Flooring


Adds the natural terrain as a flooring option. Allows you to build floors made of sand, soil, gravel, stone, and mud. They're like normal terrain, so you can farm on the soil, and even make smooth stone floors over the rough stone floor. Takes 10 stone per square, but 15 for the rough stone flooring.

Also adds water options, allowing you to make your own lake! Deep water works slightly different than vanilla, allowing mobs to swim through it at 15% of their normal speed. Building these takes a bit more, with 25 stone and 5 metal for shallow water, and 50 stone and 10 metal for deep water.

Natural Terrain Flooring
A7 1.2

  • Made vanilla deep water to be swimmable, at 15% normal speed
  • Made deep and shallow water build-onable, so now you can have a house on the lake!
  • Made mud build-onable.
  • Added restricters to most of the vanilla buildings. This means you can't build solar panels or batteries in the middle of deep water. This may be overrided by other mods that change the vanilla stuff, I'm not sure.

#58
Help / Vanilla terrain/structure texture locations
September 28, 2014, 03:21:30 PM
I looked in the core dump that's pinned, as well as the game files itself but I can't find the vanilla textures for stuff like walls or the ground. Where would those be located?