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Messages - Jaxxa

#976
Outdated / Re: [MOD] (Alpha 7) Thingamajigs
October 02, 2014, 09:26:23 AM
Quote from: Shinzy on October 02, 2014, 09:19:07 AM
Quote from: Telkir on October 02, 2014, 09:17:41 AM
Nice idea! I'm going to have to try this one out once I actually get to playing the game instead of updating my mods... :P
I feel you! =P I haven't managed to really play the game myself either with all the stuff I want to update / do

Wait, you can actually play this game? I thought it was just for creating mods. Also nice mod.
#977
Remember you can always look in the core mod.
#978
Ideas / Re: Numbers in the Overview
October 01, 2014, 09:47:57 PM
I am not exactly certain what you are asking.
Have you tried checking the Manual priorities check box.
That lets you number the priorities 1-4.
#979
Mods / Re: [Mod Request] Ammo for colonist weapons??
October 01, 2014, 08:48:00 AM
This should be possible, I did something similar for the mounted turrets.

The general idea would be to override Pawn or Equipment class and have the checks in there.
But I have not looked at the specific code for this.
#980
General Discussion / Re: How do seeds work?
October 01, 2014, 08:38:34 AM
A bit of rough general information on how this usually works.

A world generation is written for the game, computer code is deterministic, meaning that if you run the same code again with the same inputs it will give you exactly the same result. Inorder to not generate the same world over and over again the world generator can use a random number generator. For example some code might say if a number is odd then a square will be land and if it is even it will be water. In this way a different number can give you a different map.

Computers cant just produce actual random numbers, but there are algorithms (computer code) that can generate "pseudo-random" numbers. These algorithms can generate as-many random numbers as you like, but they would always be the same set of random numbers, because as I mentioned before computers are deterministic. This is where seed values come in. When you provide a different seed value it changes the output completely.

So these different numbers it generates are used by the map generator and so you create a different map. On approach that I have seen is to seed the random number generator with the current time, so when you rerun a program it will be different because you are not running at the exact same second you ran it before.

But there is no reason that these seed values can not be provided by being typed in as is the case with Rimworld and Minecraft.

TLDR: So when you enter a seed, it is being fed into a random number generator that is used by the specific map generation code for that game to generate a map. As I said before with code being deterministic if you enter the same seed, it will generate the same random numbers, used by the same map generator to give you the same map.

If you really want to know more about how things like this are working you want to dive into the world of "Procedural Content Generation" and check the link below for some specific seed information. http://www.grasshopper3d.com/forum/topics/what-are-random-seed-values
#981
Ideas / Re: Tamable Animals
October 01, 2014, 08:08:42 AM
This probably shouldn't be in the release section.
#982
You don't speak for everyone.
While personally I wont be trying this mod, that does not mean that no one will enjoy it.

It was specifically requested in another thread as something that people wanted to try out.
#983
You are not (shouldn't be) playing Alpha7 yet.
You will have to wait for the next version to come out, Soontm
#984
Help / Re: Stun-effect weapons
September 29, 2014, 07:58:17 PM
I don't know exactly how it works but there is a DamageTypeDef of "Stun" that you could look into.
#985
General Discussion / Re: TURRETS :O
September 29, 2014, 07:48:20 PM
There is:

[MOD] (Alpha 6) Cannons and Turrets v3.81
http://ludeon.com/forums/index.php?topic=3878.0

And my edit of it that makes the larger cannons require ammunition:
http://ludeon.com/forums/index.php?topic=5537.0
#986
I have no problem with that.
You don't even have to ask me, the license I have chosen allows you to: Adapt â€" remix, transform, and build upon the material for any purpose, even commercially. Basically you can do whatever you want, With the restriction that you have to give credit to where you got it from. I would also prefer it if people can include their source code so others can keep building on things.

That being said I plan to have a new mod out soonTM after the release of Alpha7. So I don't mind but be aware that whatever work you do may be obsolete quickly.
#988
General Discussion / Re: Your weirdest habits
September 29, 2014, 01:23:43 AM
Quote from: TinnedEpic on September 29, 2014, 01:12:54 AM
Because I'm absolutely paranoid about drop pods...
-My whole colony is basically 1 big building. Everywhere is roofed and nothing is exposed to sunlight.

Cant Drop pods punch through the roof?
#989
Quote from: Justin C on September 28, 2014, 08:53:49 PM
Quote from: Iwillbenicetou on September 28, 2014, 08:31:07 PM
One, congrats on becoming a colonist.
Am I a colonist?
Yes, Can you not see on the left it under your name it says:

Justin C
Private Tester
Colonist

It looks like colonist is someone who has 100 posts.
#990
You should be ably to just download them through your web browser as you would any other file, I use Chrome or Firefox.

I use 7zip on windows to extract the files, although you should just be able to use whatever you extracted the base game with.

http://www.7-zip.org/