Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Der Failer

#151
Off-Topic / Re: Count to 9000 before Tynan posts!
January 22, 2017, 10:51:30 AM
20220201
Base 3, cause i can

Also a totally, not at all shopped pic i saw in a newspaper a while a go.

Sorry but i like my random pics to be random ;)
#152
Quote from: scuba156 on January 22, 2017, 09:08:35 AM

  • add restart on close when a change has been made
Wonderful, thank for this update/mod. :)

Did you consider submitting your mod to get put in to vanilla (here)? I know that is doesn't exactly fit in any of the categories Tynans names, none the less it makes the modding experience much better.
#153
Off-Topic / Re: Count to 9000 before Tynan posts!
January 21, 2017, 08:29:19 PM
5,032 or Fünftausendeinunddreisig (one just has to appreciate the German language... not)

Well we will see, could have come worse (thinking about some other rep. candidates here).
Oh i probably wouldn't have noticed, thanks for pointing it out! Will i get a present or something like that?! I'm so exited now. ^^
#154
Off-Topic / Re: Count to 9000 before Tynan posts!
January 21, 2017, 08:03:24 PM
5,030

Well just a few kilometers short of one thousand from Theresa May, we got Merkel... not quite sure if that is much better...
#155
Sorry to say, but the problem still exists, same error as before (redownloaded on steam again just to make sure).
Edit: Just downloaded form Git and now it is working fine...
#156
Quote from: Draegon on January 21, 2017, 06:57:26 PM
What's the 2x1 purple table in the screenshots?
That no longer exists. It used to be to craft synthetic organs, but thous are now crafted in the upgrade station (the purple 3x1).
#157
Mods / Re: Trump
January 21, 2017, 06:23:23 PM
Could we have some international leaders as well? I would like to see Angela Merkel, Theresa May, François Hollande, Wladimir Putin, may Kim Jong-un... oh this would be way to much fun ;)
#158
I'm using Windows 7.

Also while i'm already posting here, i have a feature request. Could you add a button or option to, after changing mod, exit the game without reloading all mod (with longer mod lists this can take quite a bit). This would be very useful when looking for bugs and in the process many mods get activated/deactivated. Also restarting is essential after changing mods anyway, so skipping the initialization seem rather logical to me.
#159
For some reason the texture for the undo button doesn't load for me. Log spams this as soon as i enter the mods menu.
null texture passed to GUI.DrawTexture
I already forced steam to redownload the mod and also made sure that the .img file is present.
Ahem... any ideas?

[attachment deleted by admin due to age]
#160
Outdated / Re: [A16] RimFridge
January 21, 2017, 03:35:23 PM
Quote from: Sirsim on January 21, 2017, 12:03:18 PM
  Oh, that's why all beds are green! I was about to start tweaking the mods to find the problem but was lucky to find the thread...
Ahem, the color of beds are not defined in the xml files, so if I'm not totally mistaken it must be hardcoded, therefore a simple xml change shouldn't do anything.

Redefining an abstract from the Core is absolutely normal in a mod. Furthermore a changed abstract in a mod, can not mess with objects from the core, nor with things from other mods loaded before it (unless said mod or a mod loaded after it, redefines the object it self).
To me this sounds like a mod loaded after RimFrige redefines vanilla objects but don't define the abstracts it is using and therefore uses the ones definite in RimFrige. This however would mean that the problem is not on RimFriges side but instead on whatever mod loads after it.

None the less, i noticed that RimFrige itself has this problem, it is using the "BuildingBase" but does not define this it. Please change this to avoid conflicts.

All abstracts a mod uses must be defined within it, see here for more information on this topic.
#161
Outdated / Re: [A16] Psychology (2017-1-17 v2)
January 21, 2017, 09:43:07 AM
Quote from: Caraise Link on January 21, 2017, 12:46:29 AM
Quote from: Psychology on January 21, 2017, 12:24:39 AM
You can also order a pawn to be euthanized, and then cancel it, to anesthetize them.

Which is just so wonky and unintuitive and causes problems even in vanilla. Excuse me while I go make a super-simple mod to add anesthetization as an operation.

EDIT: Gah. Making the operation is simple enough, figuring out how to get the game to recognize it as something to put in the list is not. Too tired to deal with this now.
I remember DESurgeries adding something like this. Maybe you can get some reference there.
#162
Outdated / Re: [A16] Vegetable Garden v5.3d [1.6.17]
January 19, 2017, 07:50:43 PM
I just had a few warnings about PlantRaspberry. It took me a bit to figure it out, but the problem seems to be that the raspberry uses the vanilla PlantBase instead of VG's base. I thing it should be VG_PlantDef, right?
#163
Releases / Re: [A16] Orassans
January 18, 2017, 08:26:18 AM
Quote from: sirgzu on January 18, 2017, 06:35:49 AM
I'm not sure you're supposed to load humanoid alien races, it's meant to be used as a template for other mods (including orassans) but not as a dependency. Could also be something else but hey, just saying :)
Quote from: Orassans change log
-snip-
Update 8: Added Shield Generator and Bombardment Beacons. Now REQUIRES Alien Framework
-snip-
Humanoid alien framework is no longer included in the mod.

@Diana Winters
I still think this should be mentioned in the OP and not just in the change log, since most user are not likely to go through whole log when they first discover the mod.
#164
Quote from: Thyme on January 17, 2017, 03:00:07 AM
What exactly is Animal Hide Working (and what does it do)? I couldn't find any description, just the update post with a changelog. Thank you in advance!
Here is the OP, Animal Hide Working allows to stuff (taxidermy) animals, as well as to craft animal rugs (both from corps) and install them like art sculptures to beautify your base.

The picture in ItchyFlea OP seems to be broken, so i quickly made a new one and attached it.
Please note that this mod uses some old graphics (like Boomrat or Warg) and all newer animals are not included.

[attachment deleted by admin due to age]
#165
Outdated / Re: [A15] Ancestral Spirits - ALPHA
January 16, 2017, 08:18:19 PM
Hey MinutesToWeekend, I kind of curious if you plan to update this mod.
I honestly liked it and would love to see it for A16.