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Messages - Jaxxa

#166
I have updated my EnhancedOptions mod with the feedback from your previous request, so that it now has the capability to configure these settings.
https://ludeon.com/forums/index.php?topic=37158

You can include it in your modular version if you like as a separate module as was originally discussed in the other thread, but I dont give permission for it to be included as part of your all in one package.
https://ludeon.com/forums/index.php?topic=39389.msg401530#msg401530
#167
Updating ED-EnhancedOptions to 0.18.0.7

Adding support for modifying Learn Rate.
Added the Ability to Suppress writing to the Log File.
Safe Traps now also works for Every Non Hostile Faction.
#168
The links dont actually die, they just always point to the latest version.
So if you wanted to play an older version you need to have it downloaded and stored somewhere.
#169
How are you planning to bundle the Collection?
Are you using a single .zip file containing each mod and the load order?
Or are you going to try and merge them into a single mod?

I dont mind it being included as long as it is credited as you already said that you would so that should be fine.
I am just wondering about the implementation and how that will work.
#170
I could have a look at adding the ability to configure it into my Enhanced Options mod if you like.
#171
I tested it with overhead mountains, so that will work, it working on player constructed roofs it a bit of an assumption, but the code looks to be calling the same things.
#172
Just put up a new version of Enhanced Options with three new options:

- Suppress Rain caused by Fire.
- Suppressing Roof Collapse.
- Ability to warn about Very Large Log Files.
#173
Help / Re: Roof/Ceiling Collapse removal
March 04, 2018, 06:05:39 AM
I just added an option for this in my Enhanced options mod.

https://ludeon.com/forums/index.php?topic=37158.0

As with all my mods the source is on GitHub.
The Relevent part is mostly here:
https://github.com/jaxxa/ED-EnhancedOptions/blob/master/Source/ED-EnhancedOptions/Patches/PatchRoofCollapseBuffer.cs

Feel free to ask questions about how it works.
#174
Some interesting mods there, maybe I will eventually look at updating some of them.
#175
Quote from: Kori on February 13, 2018, 02:09:47 PM
Hey Jaxxa,

have you found a solution for Combat Extended and Turret Control yet? Everything else works fine. :)
Will have another look at it now that it is officially out.

Quote from: Kori on February 18, 2018, 05:52:03 PM
As a feature request, is it possible to extend the cremate option to also include the cremate into fertilizer recipe from Vegetable Garden?

Request Noted, and added to my list of possible improvements, not guarantee if / when I will get to it.

Quote from: Sandy on February 21, 2018, 11:42:56 PM
...
well, its not free, i have to build a geothermal generator over the vent. just like other power sources, the cost to power ratio, is handled in vanilla itself.
...

The Cost to Power ratio in Vanilla also includes hard limits on the number and placement of generators, they may need to be out in the open and require to to defend a far corner of the map from raids as well as you main base and there is a hard cap on the number that you can have on any one map. These are the costs that are replaced by the expense of the drill from a Gameplay perspective. So I am happy with leaving them having an expensive cost for each one and being once use.

That being said I dont have an issue with including configuration options in a future version of the mod allowing them to be reused that would be disabled by default.

Maybe I could make it that if reusing it double the drill time for each subsequent drilling to eventually force you to build another or wait crazy long times.
#176
I don't think that is a function of ED-Enhanced Options and I would think that I should know if it was :)
Although I am not opposed to adding it to the list of potential improvements if we can get a good idea of how it should work.

For example, what should it warn about? just permanent injuries or things that should heal?
When should it check, should it be automatic or do you need to trigger something?
What about subsequent alerts? Should it keep informing you of the same thing?
Maybe a monthly health alert?
#177
Help / Re: Roof/Ceiling Collapse removal
February 18, 2018, 11:40:12 PM
I can have a look at adding that to my Enhanced Options mod if you like.
#178
I am working on a new Shield mod that can work with Guns and on Animals, but requires it to be charged from a recharging building.
I hope to get it done for the weekend, I can throw a link here when it is done if you like.
#179
Help / Re: Bleeding Rate Multiplier (C#)
February 13, 2018, 07:52:46 PM
From the look of it the line:

float num = __result * (1f + (1f - __instance.pawn.health.capacities.GetLevel(PawnCapacityDefOf.BloodPumping)));

You are calculating num but never using it. You should assign it to __result instead of num like so:

__result = __result * (1f + (1f - __instance.pawn.health.capacities.GetLevel(PawnCapacityDefOf.BloodPumping)));
#180
Help / Re: List<Custom> IExposable and PostExposeData
February 11, 2018, 07:35:46 PM
You might have more luck if you could upload the mod so we can run it and see what happens for our self.