...I give you one hell of a shit storm...

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Show posts MenuQuote from: Tynan on April 14, 2014, 03:57:55 PM
Deconstruction requires that the faction be set. You can only deconstruct your own stuff. Yes, all building have a faction; maybe I should remove this because it's insensible. But anyway.
So just do
Thing t = ThingMaker.MakeThing( def );
t.SetFactionDirect( Faction.OfColony );
GenSpawn.Spawn(t, pos);
Note the use of SetFactionDirect during init.
//BetterPower+(V5.2.0)
>>// Changed lights built with nuclear waste to cause fear in colonists.
>>// Changed research techs into more of a tech tree with progression rather than all at once.
>>// Changed hoppers to now decide what storage they take based on what they are placed next to.
>>// Added better nuclear power generation through addition of component buildings.
>>// Added sorter for conveyor belts.
>>// Added bio-power generation methods.
>>// Added circuitry, only a cost component of advanced electrical buildings
>>// Added power cell items of varying quality.
>>// Added new mysterious object incidents. Some are less explodey, some are not.
//BetterPower+(V5.1.0)
>>// Changed coal burner to allow for wood burning too.
>>// Changed vanilla incidents to be affected by AA turret.
>>// Changed trader defs so that they are actually up to date with alpha 5.0
>>// Added exercise bike.
>>// Added frames similar to those which can be found in Minecraft's RedPower mod.
>>// Added frame motors.
BetterPowerHard(V5.0.0)
>> Removed buried power conduit.
>> Bought BetterPowerHard up to date with alpha 5.
BetterPower+(V5.0.0)
>> Bought BetterPower+ up to date with alpha 5.
BetterPower+(V4.1.0)
>> Fixed coal production getting stuck in walls surrounding it.
>> Fixed issue with laser drill time resetting upon a power failure.
>> Fixed various issues with data not being saved when games are saved.
>> Fixed confusion with hoppers not accepting food by default.
>> Fixed lightning rods all receiving strikes at the same time.
>> Fixed wall lights being OP.
>> Fixed framerate drops caused by having too many wall lights on a single map.
>> Fixed lightning rod failing to acknowledge different weathers.
>> Fixed wind turbine failing to acknowledge different weathers.
>> Fixed coal feeders accepting things that they shouldn't.
>> Changed lightning rods to be more balanced.
>> Changed steam vents to damage pawns standing on them when they vent.
>> Removed wire spools completely.
>> Removed Tinker's table.
>> Removed changes made to map generator for mod compatibility reasons.
>> Removed modifications to traders until a time where the modifications can be re-implemented properly.
>> Added method of destroying thick rock roofs.
>> Added lights built using nuclear waste.
>> Added AA turret to deal with falling raiders and general debris in its range. (Will only shoot mysterious objects on release, further upgrades to follow)
>> Added medical bay for injured colonists. They won't use it unless drafted to do so though.
>> Added power cell.
>> Added power cell draining station.
>> Added power cell charging station.
>> Added more research.
BetterPower+(V4.0.3)
>> Fixed coal miner creating coal where colonists cannot reach it.
>> Fixed barbed wire not damaging colonists when they pass through it.
>> Fixed laser drill drill time getting reset every time the game saves.
>> Fixed issue with nuclear control spawning waste randomly.
BetterPower+(V4.0.2)
>> Fixed charged wire not damaging pawns as they move through it.
>> Fixed laser drill failing to create steam geysers.
>> Fixed coal miner failing to produce coal.
>> Fixed broken mysterious part incidents.
>> Fixed nuclear waste failing to deplete.
>> Fixed conveyor belt loading and unloading over-textures being drawn at the same angle no matter what the rotation is.
>> Fixed conveyor belts offloading goods explosively.
>> Added power monitor texture.
>> Added generator part texture.
BetterPower+(V4.0.1)
>> Fixed outdated designation categories stopping buildings from being displayed in the Architect.
BetterPowerHard(V4.0.0)
>> Bought BetterPowerHard up to date with alpha 4 build.
BetterPower+(V4.0.0)
>> Changed nuclear waste so that it stopped randomly rotating when it had finished decaying.
>> Added detection belt.
>> Fixed crossing belt texture rotation.
>> Changed mod description.
>> Simplified conveyor belt usage. (Removed loader and unloader belt, conveyor belt can now be set to load and unload stuff).
>> Changed conveying method of conveyor belts to accept debris items such as nuclear waste.
>> Fixed depleted uranium trying to tick when it shouldn't.
>> Fixed over draw issue with conveyor belt textures, so now things can be seen underneath conveyor belt covers.
>> Fixed some coloured lights being immune to rain fall.
>> Increased power production capabilities of wind turbines significantly.
>> Changed wind turbine texture.
>> Added animation to wind turbine texture. (Experimental)
>> Added wall lights emergency mode.
>> Changed the texture and name of buried power conduits.
>> Changed items failing to stack when coming off of conveyor belts.
>> Stopped asteroid hit and engine part fall from occurring in unbuildable spaces around map edge.
>> Increased energy production rate of wind turbines.
>> Added power net monitor.
>> Added new mysterious object incident.
>> Removed coloured lights and their research.
>> Removed flood lights and its research.
>> Removed wire spool costs of all buildings.
>> Bought BetterPower+ up to date with Alpha 4 build.
BetterPower+(V2.4.1)
>> Reduced charged wire damage.
>> Increased the amount of wire gained from metal at tinker's table.
>> Fixed nuclear control glowing persisting after nuclear reactor has been destroyed.
>> Fixed pathing errors caused by nuclear waste and depleted nuclear waste.
>> Tidied up wind turbines code.
>> Reduced chance of asteroid hit and plasma storm occurring.
>> Changed steam vent back to the structure designation category.
BetterPower+(V2.4.0)
>> Completely overhauled lightning rods and how they worked.
>> Removed metal cost from buried power conduits, and increased wire cost.
>> Removed lighting from nuclear waste.
>> Increased decay time of nuclear waste to 14 in game days.
>> Changed laser drill to only hiss when powered.
>> Increased time taken to dig a steam geyser using the laser drill to 10 in game days.
>> Added message displayed when nuclear waste becomes depleted.
>> Added depleted nuclear waste debris.
>> Changed nuclear waste so that it becomes depleted nuclear waste when it has finished decaying.
>> Increased the amount of damage the nuclear reactor will take before it explodes.
>> Nuclear reactor will no longer explode when damaged if no uranium is in it.
>> Removed wall lights emergency mode until I can get them working more reliably.
>> Optimised all code so less calls are made every tick when it really isn't necessary.
>> Fixed compression error with nuclear waste at save time.
>> Reduced the number of wire resources spawning on colony start.
>> Changed steam vent to the floors designation category.
>> Added crossable conveyor belts.
>> Changed tinker's table texture.
>> Increased gain from deconstruction of fallen engine part.
BetterPower+(V2.3.4)
>> Changed the length of decay to be randomised for nuclear waste.
>> Fixed wall lights spawning wire every time they changed again.
>> Fixed engine part and wall lights being not being de-constructable.
BetterPower+(V2.3.3)
>> Fixed wall lights spawning wire every time they changed.
>> Fixed chance error with plasma storm incident.
>> Fixed coal feeder accepting wires.
BetterPower+(V2.3.2)
>> Added delay between complete construction and damage dealing on barbed and charged wire.
>> Removed wire cost on walls.`
>> Removed metal cost on conduits.
BetterPower+(V2.3.1)
>> Fixed issue with conveyor belts producing buggy items which colonists couldn't interact with properly.
>> Changed wall lights to flicker when damaged.
>> Reduced chance of asteroid hit occurring.
>> Changed where coal gets spawned to when mined by coal miner.
BetterPower+(V2.3.0)
>> Fixed sun lamp requiring research unnecessarily.
>> Fixed belt feed not accepting all items.
>> Added steam vent. Entirely aesthetic, but does blow cool steam.
>> Added wire spool item.
>> Changed map generation so that wire falls with you on colony start.
>> Added work bench for tinkering.
>> Fixed old trader kinds to bring them in-line with alpha three.
>> Changed anything capable of transmitting or receiving power to require wire during construction.
>> Changed coal miner to needing to be built upon a steam geyser.
>> Fixed more spelling and grammar mistakes.
>> Fixed sun lamps and flood lights never making an are brightly lit.
>> Fixed errors regarding no overLight categories in XML files.
>> Added nuclear waste item. It glows, decays, and inspires fear.
>> Changed nuclear reactors so that they produce nuclear waste.
BetterPower+(V2.2.1)
>> Fixed the bugs causing lights to make the game crash.
>> Added a message to display when the plasma storm begins.
BetterPower+(V2.2.0)
>> Added barbed wire.
>> Added charged wire.
>> Added charged wire research.
>> Added laser drill texture.
>> Removed ability to outright dig steam geysers.
>> Changed coloured light textures.
>> Spell checked all in game text (probably quite badly).
BetterPower+(V2.1.0)
>> Added falling space debris incident. Currently only causes plasma storms.
>> Added asteroid hit incident which opens up a steam geyser on impact.
>> Wind turbines now require two spaces in front of them and spaces behind to operate.
>> Wind turbines now output power based on a random integer in a range to simulate fluctuating wind speed
>> Wind turbines now change output range based on current weather.
>> Removed Wind farms.
>> Added coal power plant.
>> Added coal feeder.
>> Added coal miner.
>> Added steam geyser digging laser.
>> Added nuclear power plant.
>> Added coal resource.
>> Changed hopper default accepted resources.
>> Added conveyor belt.
>> Added loader belt.
>> Added belt feed.
>> Added unloader belt.
>> Added coloured lights.
>> Added emergency wall lighting.
>> Added outdoor light.
>> Added large battery.
>> Added small battery.
>> Added 29100 points worth of in game research.
>> Added buried power conduit, has considerable more health than a normal conduit.
>> Added lightning rod.
>> Removed efficient battery.
>> Removed pumping station.
BetterPowerHard(V2.1.0)
>> Added power cost to all methods of power transition.
>> Removed power transmition from default metal walls
>> Changed power conduit's rain resistance.
BetterPower+(V1.3.0)
>> Added BetterPowerHard contents
>> Changed all buildings bar wind farm to block light
>> Changed shadows on wind turbine and wind farms
>> Changed name of Efficient battery research to fit in GUI
>> Disabled electrical fires on Large battery
>> Fixed lava pumping stations being available before pumping was researched