Seems like a fair call, If I fail to do it the next time I update, drop me a message and I'll change it.
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#151
Mods / Re: [Discussion] Possibility for Modders to rename their forum titles
May 18, 2014, 05:34:39 PM #152
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 16, 2014, 11:05:15 AM
No Industrial Hopper in BP+ I'm afraid
Just use the normal hopper and set it to accept uranium under raw resources. You can do the same with the coal plant too, the coal feeder just gives the coal plant a 50% output boost.
Just use the normal hopper and set it to accept uranium under raw resources. You can do the same with the coal plant too, the coal feeder just gives the coal plant a 50% output boost.
#153
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 13, 2014, 07:13:32 PMQuote from: Crimsonknight3 on May 13, 2014, 06:59:47 PMQuote from: Architect on May 13, 2014, 04:39:15 PMQuote from: Crimsonknight3 on May 13, 2014, 02:56:23 PM
So in Misc.xml in the Thingdefs folder I just delete everything apart from -<ThingDef ParentName="BuildingBase">
<defName>EnginePart</defName>
<eType>BuildingComplex</eType>
<label>Unidentified object</label>
and its ending /Thingdef?
and everything apart from misc.xml in that folder?
Then all folders apart from incident defs?
Okay after reading through misc.xml again I realised that the unidentified object ISNT the object that crashes and creates the plasma storm so is that item that crashes defined in your .dll? Does that mean I just need to delete everything inside the defs folder apart from incidentdefs?
The engine part def is what causes the plasma storms, but its a different incident def which triggers it to spawn in the first place
So I was right in my first assumption, delete everything apart from the unidentified object then delete all apart from incididentdefs and misc.xml?
Yeah, that should do the trick
Do other people agree with the sentiment that they would rather have access to individual parts of the mod? I've already split hard and normal up, and could quite easily make downloads separate for individual parts of the mod.
#154
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 13, 2014, 05:21:05 PM
I still havent finished the wikia which is where eventually you will be able to get all this info. Currently it has an output of 6000 when fed with uranium. However if you try to fill it with uranium whilst it is below 66% health, or it falls to that whilst producing, it will explode violently, flammably, and laggily. However, it is not a huge explosion, and when the lag subsides after a few seconds, if you can put out the fires in time it is quite possible to recover.
#155
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 13, 2014, 04:39:15 PMQuote from: Crimsonknight3 on May 13, 2014, 02:56:23 PM
So in Misc.xml in the Thingdefs folder I just delete everything apart from -<ThingDef ParentName="BuildingBase">
<defName>EnginePart</defName>
<eType>BuildingComplex</eType>
<label>Unidentified object</label>
and its ending /Thingdef?
and everything apart from misc.xml in that folder?
Then all folders apart from incident defs?
Okay after reading through misc.xml again I realised that the unidentified object ISNT the object that crashes and creates the plasma storm so is that item that crashes defined in your .dll? Does that mean I just need to delete everything inside the defs folder apart from incidentdefs?
The engine part def is what causes the plasma storms, but its a different incident def which triggers it to spawn in the first place
#156
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 13, 2014, 12:58:27 PMQuote from: Crimsonknight3 on May 13, 2014, 11:25:10 AM
On the topic of compatibility is it possible to strip betterpower down to just its story events like the random artifact crash etc until industrial mod compatibility is possible?
Sure, just delete everything out of the thingDef folder you want removed, and leave what you like
#157
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 13, 2014, 06:00:02 AMQuote from: Dr. Z on May 12, 2014, 03:50:52 PM
I have a question about coal burning: Is coal a resource? How do I get it? I never saw coal in the game before.
Coal is added by BP+
You need to mine it or purchase it from passing traders.
#158
Outdated / Re: [MOD] (Alpha 3) BetterPower+ (v.2.4.1)
May 12, 2014, 11:36:08 AMQuote from: PunisheR007 on May 12, 2014, 11:33:08 AM
I love this mod Architect, but there is one thing in it that i do not like lol, and thats the event where the crashed piece of junk starts to erupt and lightning strikes randomly everywhere. What iv'e noticed is the lightning can strike thru roofs and rock, would it be possible to make it so the lightning cannot strike through roofs or rock?.
Cheers!
Already fixed for the update I'm working on currently
Unfortunately all my exams are now, so development for the mod has slowed down to basically a feature a week, but I'll be posting here when any major changes come along.
#160
Mods / Re: 3D stuff in game
May 10, 2014, 07:24:25 PM
I mean 3D models; not much to show at the moment, without having some 3D lighting in the scene, it looks like a single, though odd, 2D shape. I have been spinning it and moving it to various different places so I know that it is working, I just can't figure out how to put lights in that won't play havoc with the 2D parts of the scene.
Cheers for the best wishes though guys, just kinda wish I had taken some kinda computing course rather than Government and Politics, that way I might be able to answer things in the exam XD
Cheers for the best wishes though guys, just kinda wish I had taken some kinda computing course rather than Government and Politics, that way I might be able to answer things in the exam XD
#161
Mods / Re: Everybody's Mod - New topic.
May 10, 2014, 07:07:41 PM
I'm gonna have to request I am removed from this list. My exams are coming up sharpish, and my life has fallen apart slightly again at the same time, which has lead me to have far less time available to even look at the forums, much less upkeep my mod and make additions to this. So, for now at least, count me out.
#162
Mods / 3D stuff in game
May 10, 2014, 07:03:15 PM
Been fiddling around trying to put 3D objects in the game. RimWorld has not been happy about it, but I think I'm close to getting some nice 3D cubes to replace the walls, which opens up a lot of possibility for future mods in my opinion.
Unfortunately I'm gonna have to break away from it all to get on with my exams that start in about 5 days, but I was just wondering what you guys would think of certain elements (not necessarily walls, just testing) being made 3D by a mod, and if you think it would at least be worth a shot, what would you like to see?
Unfortunately I'm gonna have to break away from it all to get on with my exams that start in about 5 days, but I was just wondering what you guys would think of certain elements (not necessarily walls, just testing) being made 3D by a mod, and if you think it would at least be worth a shot, what would you like to see?
#163
Help / Re: Storytellers
May 09, 2014, 02:59:44 AM
If you get those lines to work, let me know, because me and Vas never could. No error's or anything, game just would not display the textures.
#164
Unfinished / Re: [Project] [Alpha 3F] Aperture Laboratories Mod
May 08, 2014, 01:51:00 PMQuote from: Austupaio on May 08, 2014, 10:29:56 AM
Okay, okay! Here's your pictures.
Hope these pull off what you were asking for, Blastar. The bubbly, smooth Aperture style was a little hard to pull off in sprite form.
Lookin' good
#165
Ideas / Re: Solar flare needs to change
May 08, 2014, 05:37:12 AM
The current development stage of BP+ is currently adding at least 6 new incidents, on top of the 2 which it already includes. That might help your issue?

