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Messages - Cala13er

#661
Help / Re: MinE helptread :p
March 30, 2014, 05:43:19 AM
No problem.
#662
Quote from: bluntfeather on March 29, 2014, 11:48:01 PM
I think if it keeps up at this rate in no time many users will have their entire display taken up when picking to have some furniture/etc placed. This could be avoided by implementing tabs that have the name of each mod on the tab. So it would look something like this:

[Vanilla][Most Used][Better Turrets][ETC]

I believe Tynan is already looking into adding this :)
#663
Hahaha true :). I will try as hard to make this mod compatible with others, even if it means removing some things from my mod.

Gonna add your mod to a recommended list :)
#664
The surfaces needed are :
   Any,
   Light,
   Heavy,
   GrowSoil,
   Diggable,
   SmoothHard,
   SmoothableStone.

These all have a number set to them.
   Any = 0
   Light = 1
   Heavy = 2
   GrowSoil = 3
   Diggable = 4
   SmoothHard = 5
   SmoothableStone = 6

And from what I've been going on is that this is where <PathCost></PathCost> Comes in, defining what surface type it represents.
#665
Help / Re: How do i start?
March 30, 2014, 03:16:28 AM
Send us your modified royal bed! I'll tell you where you are going wrong :)
#666
I have been messaging other mods owners to work on that part. I don't mean to, I just like adding stuff :P. I've narrowed the list, changed it's name and explained why It clashes with it.
#667
As the title of my list, it's mods that don't go well with mine or mods that don't work. So it can include BOTH. You'd have to find that out for yourself. Only in alpha 3 will I be able to actually make a incompatible with, and it looks like your mod is first on the list.
#668
Quote from: user27 on March 29, 2014, 04:23:00 PM
for the list of mods that don't work well/at all with this one,
i used wall lights with V0.0.1.3 without a problem
i allso don't see any problems when i use project dig as well

Those are the things that don't go well with the mod as it already adds similar features.
#669
No I meant the mods not working with saves using an older version of the mod.

Still laughing at the other modders pathetically bumping. "NOW ALPHA 3 READY" BUMP BUMP BUMP. Why not add it to the title.
#670
Help / Re: Where are Motes defined?
March 29, 2014, 02:33:51 PM
In dll or xml?
#671
Hahaha yeah, having no backwards compatibility is a bit annoying but that's how it is.
#672
I don't think so no, but you could always try it out :/
#673
Help / Re: MinE helptread :p
March 29, 2014, 08:13:50 AM
Quote from: iame6162013 on March 29, 2014, 07:37:04 AM
Is it possible to add a new trading vessel?

Yes you can! I love the fact you can add these :). But remember, this also slims the chances of getting other vessels aswell.

In my alpha 3 version I have a Natural Trader. Which sells exclusive items. I've taken some stuff out ;) but left some in for an example.



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#674
Really?

Both of our mods add a table (Mines Gun Smith) I think his is weapons smith or something like that. Anyway they both add recipes for creating guns. Currently mine doesn't include the guns I've added to the game, but that changes in alpha 3.
#675
I doubt it will, I tend to look at others mods and try build around them instead of through them.

The known mods that don't work or go well with Industrial RIM are:

BetterPower+
Project Armoury
Wood Economy
Animal Rugs
Coloured Lights+
(I think WorkPlaces)
Turret Package
Clean Sand (As Industrial Rim already alters sand the same way Clean sand mod does)
PopCap+ (As Industrial Rim already alters the pop cap to 500)
Wall Lights
Project Dig (I find project Dig an exact copy of my Alpha 1 mod but ah well, still incompatible)

Yeah it's incompatible with a lot of stuff :/