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Messages - drakulux

#16
Toes crossed for an A17 version soon   :D
#17
Not spamming, just really want this mod. Also If any modders can say what updating this mod would entail, I could attempt to do it myself (as long as it is just correcting vars and stuff not writing new code)
#18
Releases / Re: [A17] ResearchPal and HelpTab
June 14, 2017, 05:12:59 AM
NO, NO, NO, NO, NO, NO!!!!!!!!!! I demand that this be taken off the forums!!! how can something this awesome be allowed to exist?!?!?!?!?! This is obviously some kind of trick to take over the world isnt it?!?!?! You are in league with that Evil Master Modder FLUFFY arent you!!! Because of your awesomeness I have no choice but to start a new colony again.... Damn these awesome modders!
#19
Quote from: fmauNeko on May 29, 2017, 05:14:01 PM
Hello,
I've been looking into patching this to A17, so I quickly threw the joined patch together, I can get the mod to compile and load without error, but haven't had time to test it.
Feel free to use it if it works, or laugh at me if I did something stupid !
How do you open/use the .patch file?
#20
Hey fluffy, bug report, i noticed error message  in the description box of an object when it has been minified using minified overloaded mod. The error was for fluffy breakdowns .   It doesnt seem to break the game, and i had to run out b4 i could test installing the table/lamp. It looks like a bug that could be missed because it doesnt throw errors,the error is in the description.

Edit: this is specifically with certain items added by the crash landing mod, specifically i can see the crashed battery and electric smelter has errors. The lamp and fridge from rimfridge are fine.
#21
Quote from: Texel on February 22, 2017, 10:45:44 PM
Quote from: qxevtnulu on February 22, 2017, 09:38:06 PM
Error report: It cannot unzip the file in the link of "NON-STEAM DOWNLOAD".
Thanks. Your idea is great.

Uh-Oh, it should be an LMZA Compressed .zip. Have you tried opening it in 7zip? (Does anyone else have this problem?)

Quote from: jrobinson3k1 on February 22, 2017, 07:31:47 PM
Is there a way to auto-expand this mod to affect other mod buildings? For example, things that don't have a pre-defined idle/active power consumption default to 10W idle and 4x normal usage watts.

This is a tricky one. Not all worktables consume power, so if I search out all Building_Worktable's I wouldn't necessarily find them all, then the structural issue the way I modify the power level on a table hides the original power values, making it a tad trickier.

Again, if there are any mod benches/etc you'd like to see support on, it's pretty easy to have it look for other benches and I'd happily add other mod support if anyone has recommendations.

As i generally mod my modded rimworld for mods to work together what about searching for building_worktable that have electricity consumption value, if it does a function to replace the value with you own values?  I do coding too but not sure how much you can achieve here, i am on the web development area.

Basically if no power consumption def that n to  mod doesnt affect the table, also problem is balance too, not all worktables use equal values hand have to be fine tuned manually with logic behind it, hopefully this is something mod authors can add to their mods where if a player doesnt have this mod it can use a default value, but if this mod is detected then it uses different values set by the author?
#22
Wooo hooo!!!!! tnx
#23
Outdated / Re: [A15/A16] Enhanced Crafting
February 10, 2017, 04:51:27 AM
Quote from: Rock5 on February 10, 2017, 01:58:21 AM
I find it difficult to keep track of which colonists are assigned to which workbenches. Especially when I'm moving colonists between colonies.

AlcoholV, is there any chance we could get some sort of display that shows all the bills in a colony and who are assigned to them? That would make it HUGELY easier to manage.
thats one reason i love colony manager.
#24
Hi, Just wanna throw in my input. I think having it as
/mods/modname-[last updated date]

Would allow for the modlist to be easily manageable especially as each mod tends to update quite often with this game (MOD AUTHORS LET ME PLAY. STOP UPDATING FOR 1 WEEK SO I CAN PLAY RIMWORLD). If it can also pull the last update date off steam then you can have that displayed either always by the modname or possibly utilizing your new float menu to display on hover so as not be too cluttered? Eagerly anticipating this as someone that uses 145 mods, with no errors mind you ;)
#25
Releases / Re: [A16] Power Logic - (v1.3) (30.01.2017)
February 04, 2017, 04:53:35 PM
Quote from: Supes on February 04, 2017, 04:28:49 PM
I'll think about it, I'd probably integrate specific future items into others.  Mainly the switches are separate so that you know what the switch is from a glance (heat sensor is drawn like a thermometer, proximity like a radar for example) but I get what you mean.

@sirgzu minifing inductors and then reinstalling them, one of the inductors thinks it's still connected (so reconnecting becomes buggy).

What about an item that changes its middle texture dependent on what function it is set to? That way you can incorporate the function of multiple switch types into a single larger switch (larger for balance as multiple functionality should cost more and possible require more cell space, display will also be easier with larger item space, e.g. a 2 cell box with a screen which changes the icon displayed on it dependent on what function it is set to). .../end idea
#26
Outdated / Re: [A16] Lockable Doors
February 04, 2017, 11:34:43 AM
Quote from: mrofa on February 04, 2017, 08:29:47 AM
No need for Khell to make it compatibile. Since it was my lazines to not change namespace  ;D New version of clutter structure is compatibile.
Thrugh i must admit that Khell version is better from game management point

Thats nice that they are now compatible after I spent have the day cracking my skull :p thank you very much.  And i agree khells method is very nice gameplay wise but it still needs some stuff to be ironned out like with pets, and having to forbid and unforbid.
#27
Outdated / Re: [A16] Lockable Doors
February 04, 2017, 06:59:50 AM
I have found a bug with the mod, If you assign 2 out of the 3 colonists to a door and then afterwards edit the list, unless you forbid and unforbid the door, the new edit will no take effect. So the edits do not take effect without forbidding and unforbidding.

I have also made this compatible with clutter structures for myself :P I do not mind sharing as long as the author doesnt mind and also I will not keep up with the updates, Hopefully Khell will decide to make his mod compatible, all I did was change the namespaces to ownedDoors and the dll name as well. Took me half the day to get the tools and figure out as I do not know C#, but it works fine, just tested, that's how I found the bug above. I have 0 error messages too.
#28
Releases / Re: [A16] Power Logic - (v1.3) (30.01.2017)
February 03, 2017, 04:32:59 PM
I want to just give abit helpfil/unhelpful creative advice. As a heavy modder I use up to 150+ mods and generally mod any modable game. I like the concept of this mod but other mods so very many similar things only in a simpler form;there is power switch which integrates all its functions into 1 item, the coolwes can be set to aim for a certain temperature, ah but yes they dont turn off... What i would advice is to make your content more compact instead of all the components working as individual items. Instead my idea for you is to make the core of your mod a programable junction box that is the main item and max 2-3 other supporting components i. E.  Wireless transmitters. The mod looks like it will make my colony too complex at the moment.
I also use another power switch mod which watches for low power and it only adds the 1 item. Too many connections and it just becomes a mess. Just my 2 cents and also if you do decide to go the junction box route I will be glad to help with artwork ;)  till then I look forward to seeing where you take this.
#29
Outdated / Re: [A16]Better Terrain
February 02, 2017, 09:57:24 AM
I will be eagerly anticipating this for desert biomes
#30
Releases / Re: [A16] Expanded Incidents (2017-1-29)
January 29, 2017, 06:22:47 AM
Thanks for the replies, will share my thoughts on it as I experience events.