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Messages - LittleMikey

#17
Mods / Re: [Request] Random flower growing
January 02, 2017, 01:20:02 AM
Quote from: Pichu0102 on December 29, 2016, 12:24:51 AM
I would also like this, except instead of just random flowers, have a checklist of things that may be grown in a plot, then plant them randomly. It would be nice to have variety of crops without many different plots.

Much better suggestion!
#18
Mods / [Request] Random flower growing
December 28, 2016, 04:52:04 AM
So I'm wanting to make a sort of outside graveyard area for my colony. I've been setting up growing zones to make my colonists plant flowers for the deceased, but having to make multiple zones for each of the different flower kind gets tedious. Is it possible to make a growing zone that will spawn all of the different flowers available but just picking them randomly? I want something that looks more visually interesting.
#19
Creative Rewards / Re: Creative Rewards site
December 21, 2016, 02:31:03 AM
Quote from: Katak on December 20, 2016, 03:26:39 PM
Is there some problem with the Creative Rewards site?  It seems to be failing Steam auth for me and has been for a few days.

I wanted to check why my Name in Game didn't make it into Alpha 16, but I am currently unable to even log in.   :-\

Looks like there might have been some problem with the rewards server:
https://ludeon.com/blog/2016/12/request-to-re-create-creative-content/
#20
Windows Defender pops up a virus detected message whenever downloading Clutter Misc. Can anyone confirm that the file is clean?
#21
Quote from: 1000101 on May 13, 2016, 01:23:39 PM
The belts are supposed to catch fire and/or explode in the rain.

That is why we provide two "weather safe" options - Underground belts and the Teleport/Reciever pair.

The underground belts are immune to weather and are safe to use outside (as well as not having a movement penalty with their covers on) and the Teleporter can be built in small utility rooms around the map to send back to your in-door warehousing and recievers.

That being said, it's all defined in xml and you can change it as you like but there are components already for this.  :)

Good to know, thanks!

#22
Quote from: dj84722 on May 13, 2016, 03:05:59 AM
Quote from: LittleMikey on May 13, 2016, 01:50:35 AM
New user here! Is there a way to make the conveyor belts stop exploding when outside in the rain, or am I supposed to use Underground belts for outside jobs?
You can change some settings in the mod to stop that, there are 4 files that need to be changed (2 if only base mod)

In each mod folder go into defs/thingdefs   The files that need to be changed are:
Building_A2B.xml
Building_A2B2.xml
Opposite.xml
Building_A2B_Teleporter.xml

In every file find the line below and change them to false, most files have more than one of this line
<startElectricalFires>true</startElectricalFires>

Thanks, I'll do that!
#23
New user here! Is there a way to make the conveyor belts stop exploding when outside in the rain, or am I supposed to use Underground belts for outside jobs?
#24
Quote from: skullywag on May 10, 2016, 09:08:34 AM
probably bled out and its outside the homezone so will be unforbidden.

The thing is that it was pretty obvious that the Precision Plasma Rifle killed it, it was dead the instant the bolt hit, but forbidden.
#25
Quote from: skullywag on May 08, 2016, 04:04:06 PM
Quote from: LittleMikey on May 07, 2016, 06:07:54 AM
Hey Skullywag, not sure if this has been mentioned already, but it seems that hunters who kill animals with Plasma weapons don't tag the corpse as a not forbidden.

If I had to guess I'm assuming that method of death isn't the weapon projectile itself but some sort of DoT effect attached to it? Which is why they aren't unforbidding the corpse like a normal hunting job.

*Edit*
Just to clarify, this seems to be happening most frequently with the Plasma Precision Rifle, though sometimes it does seem to work properly. Just not very frequently.

Maybe the "fire" secondary damage is kicking in and killing them, do the corpses have burn damage?

Here's an example:
http://images.akamai.steamusercontent.com/ugc/262709962042105447/E6C78B4656C3A8AE14950C5B45F966A70F5566D9/

Maybe because a vital organ was destroyed the animal was considered killed by natural causes instead of by a hunter?

#26
Mods / Re: Mobile Mineral Sonar alternative?
May 10, 2016, 09:04:03 AM
Quote from: hwfanatic on May 10, 2016, 07:51:57 AM
M&Co. MMS
https://ludeon.com/forums/index.php?topic=14711.0

Thanks! I should have searched for MMS, I kept using the full name. I feel so silly now.
#27
Mods / Re: Mobile Mineral Sonar alternative?
May 10, 2016, 07:30:26 AM
Quote from: Jakub k. on May 09, 2016, 10:31:25 AM
yes the Mining radar thing i found in a mod...hm whats it called. ms and co mining or something mod

If you could find me a link that would be greatly appreciated, I can't find it.
#28
Mods / Mobile Mineral Sonar alternative?
May 09, 2016, 02:50:34 AM
Hey guys,

Is there any mod available for A13 that works like Mobile Mineral Sonar? Something that gives you some idea where mineral veins are on the map? I've had a search but I can't find anything.
#29
Quote from: skullywag on May 08, 2016, 04:04:06 PM
Quote from: LittleMikey on May 07, 2016, 06:07:54 AM
Hey Skullywag, not sure if this has been mentioned already, but it seems that hunters who kill animals with Plasma weapons don't tag the corpse as a not forbidden.

If I had to guess I'm assuming that method of death isn't the weapon projectile itself but some sort of DoT effect attached to it? Which is why they aren't unforbidding the corpse like a normal hunting job.

*Edit*
Just to clarify, this seems to be happening most frequently with the Plasma Precision Rifle, though sometimes it does seem to work properly. Just not very frequently.

Maybe the "fire" secondary damage is kicking in and killing them, do the corpses have burn damage?

No, they don't indicate any burning on the health card.
#30
Support / Re: Developer Tools question
May 07, 2016, 07:24:23 AM
Quote from: milon on May 07, 2016, 07:13:53 AM
1. Not that I know of

2. Place thing direct >> Granite (etc) wall
(Let's you place 1 at a time.)

Thanks, that's a big help!