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Messages - mrofa

#16
Good job jecrell, especialy with the outside opening gates  just love them :)
#17
Its one of the special graphic, so the door slides under it


The cut in the side allows door to be visible giving better vibe, normal wall would just cut the door in half.
Diffrence in color is there becouse i didnt add any specific graphic class detection.
Thrugh the graphic  need some better positioning from what i see here :D
#18
Quote from: Harry_Dicks on February 17, 2018, 08:31:17 PM
Mister mrofa, do you think we could have an option with clutter doors to have any doors added by mods use one of your graphics for when they are vertical? This is so that they will look the same as your style and match. If not, it's no problem. Thanks for the great mods :)

Cant do it, since they require to have special graphic, i can do the framework similar to clutter hands but mod creators would need to do rest by themselves.
#19
Quote from: Saint Lucifer on February 14, 2018, 12:37:31 AM
Small question, why is the double beds and some of the other furniture, commented out in the code?

Since they need some stuff to be updated which i didint make yet
#20
Mods / Re: Door texture problem
February 12, 2018, 09:24:00 AM
Yehh to make bigger doors you need to spawn doors on both cells. Something like double doors that have drawes that comunicate. Like my x vector is higer than your x vector so im left door part.
#21
Mods / Re: Door texture problem
February 11, 2018, 03:37:47 AM
This might help you, its a source of my door mod, class you should check for textures is CompDoorsDrawer. Idea behind it is that doors use blank texture and proper texture is drawed by comp that is attached to doors. Thrugh there shouldnt be a problem attaching that code to Building_door class
#22
Madman666 by default when you build  doors or if you disable permits on the doors or modmenu everyone have access, that said vanilia prisoners dont use doors, option was only addes since someone requested it for some mod that add that ability to prisoners and mostly becouse it was just 2 lines of code to add :D

As for plans i got "BIG PLANZ!" just dont have much time :/
Anyways beda would be a good start thrugh
#23
Quote from: Harry_Dicks on January 21, 2018, 07:23:14 PM
Did the most recent was update change the utility walls again? I thought they used to have cool little red/green lights/gizmos (non interactive, just decoration) when I zoomed in, but I don't see them anymore. Also not getting a lot of the"techy" texture, it seems pretty rare.

Tech parts have 20% chance to be choosen on wall build, thats said if you have them changed after load it is a bug and will need to look into it.

Quote from: ajaviide on January 22, 2018, 02:20:49 AM
hello, i recently discovered clutter hands (so cute!), was wondering if anyone knows more compatible weapons mods , besides CE and rimfire.

:) Thx

No idea
#24
It is possible, i just dont know if its possible for my cooding skill lvl :P
#25
Update for furniture and structure modules.
Furniture gets a desk ... as joy thingie for now and some minor fixes.
Structure gets fixes for walls and window.
Doors gets a mod menu for some addtitional options.


Madman666 in my mind atleast utility walls are better since they give higher beauty so in long term you would want to have them everyware where you colonists do day to day ops. Reinforced ones are for parts where fighting starts, so insted of rebuilding you just need to repair. That said both are bad for colony wealth since they add alot compare to vanilia walls. But thats just my strat for using them.

As for wall light its off for now, due some changes in vanilia code that prevent me from doing them correctly, thats said in furniture module if you got to defs/thingdefs/furniture.xml and scroll to the bottom there is a replacment for them you would just need to remove comment tags, they are still experimental but works in 90% atm (or atleast from my last test :D).
#26
Yehh so you can disable/enable them in modmenu
#27
Anyways here is a fixed version of walls
#28
... Yehh both walls require electricity and smithing .... what was i on ...
Anyways will fix it, thanks for reporting it!
#29
Yehh my bad did change the graphic shader for a test and forgot to change it back, i got this fixed already in upcomming realese, which  is hopfully tommorow :D
#30
Help / Re: Question about animations
January 11, 2018, 04:40:26 PM
If you have problem on such processor check your vent and paste, i got sagnificent weaker one and its rimworld is working preety well.
Might also be a issue of some other processor intesive programs running in a background. Depends how your processor act in other games.