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Messages - Architect

#31
General Discussion / Re: Steam
July 17, 2014, 06:21:07 PM
#32
Mods / Re: How to spawn mod made items?
July 17, 2014, 06:20:08 PM
It should be there. If it isn't I'm afraid to say there's something wrong with your mod :/
#33
Something I posted a little while back:

Quote from: Architect on July 16, 2014, 05:36:06 PM
On a side not, as someone that uses Monodevelop with Unity extensively, and Visual Studios (free version) with this game, I can honestly say VS is quite considerably better, and you can quite easily choose the framework with which you wish to work with in it. I'd seriously consider using VS over Monodevelop even if you did stay with 4.0, it's just faster, crashes less, and is much better at secnod guessing your code (all of which are in my own experiences).

edit:
Oh, and VS is much easier on the eyes if you use a dark theme, less white glare burning into your retinas :P
#34
Help / Re: MonoDevelop and .NET 3.5?
July 16, 2014, 05:36:06 PM
The problem with using the wrong one seems to be to do with how the GUI is drawn. I know I had a huge issue trying to get buttons on the GUI to work with BP+ for the longest of time, even resorting to copying Haplo's code straight out of his mod to try and get a button to even appear without the entire GUI being deleted, but I simply couldn't do it. Then Tynan pointed out I was using the wrong .Net framework, and I basically face palmed myself so hard I went cross eyed for a week (exaggeration). So yeah, thats why its worth using the right one :P

On a side not, as someone that uses Monodevelop with Unity extensively, and Visual Studios (free version) with this game, I can honestly say VS is quite considerably better, and you can quite easily choose the framework with which you wish to work with in it. I'd seriously consider using VS over Monodevelop even if you did stay with 4.0, it's just faster, crashes less, and is much better at secnod guessing your code (all of which are in my own experiences).

edit:
Oh, and VS is much easier on the eyes if you use a dark theme, less white glare burning into your retinas :P
#35
Quote from: ItchyFlea on July 16, 2014, 05:12:01 PM
Quote from: Architect on July 16, 2014, 02:59:39 AM
My plan is to use the base trader defs mod by itchyflea soon so we can have a bit of compatibility
Just to let you know I've stopped working on Base Mod, as the ultimate goal I had with that (splitting apart several Def files via assemblies to permanently solve incompatibility issues) isn't going to work. Feel free to use it, but it won't be updated for Alpha 6 when that comes out. (At least not by me anyway.)

Do you mind if I go ahead and make a compatibility patch so this can work with my mapgenpack?

Fair enough. Well, I'll figure something out never the less :P

Absolutely, but is it necessary? I've removed all the mapgen components out of the mod now when I removed wire from the base building costs of items in game. It should work as normal already?
#36
Quote from: Jerethi50 on July 16, 2014, 03:14:24 PM
Quote from: Architect on July 16, 2014, 01:35:20 PM
Would you mind if I linked people here on my thread page to see a collection of what mods work well together?

Wouldn't mind at all, Though make it clear i did have to do some modding to get them to work well together.

Absolutely will do dude.
#37
Quote from: piinatsu on July 16, 2014, 09:39:41 AM
BetterPower+ doesn't seem to be compatible with Resource Kompression mod. It doesn't cause an error or crash, but some stuff in Resource Kompression mod doesn't appear.
I suspect the TraderDefs conflicting with each other.

A known issue, and one I fully intend to address when I get home from my camping trip.

BetterPowerHard is now complete guys. Would have got it done last night, but I fell asleep at my desk before I finished it off XD
#38
Would you mind if I linked people here on my thread page to see a collection of what mods work well together?
#39
Thanks for pointing out the name balls up, fixed now :P As for the trader defs, they are a bit ballsed up arm. My plan is to use the base trader defs mod by itchyflea soon so we can have a bit of compatibility
#40
Quote from: fraz on July 15, 2014, 05:54:49 PM
Question about lightning rods:

Do the rods "attract" lightning strikes within a radius around them, providing nearby structures with some protection from lightning? If so, is the attraction absolute (e.g., all lightning strikes within X radius of a lightning rod strike the rod rather than their original random target) or partial (e.g., X% of strikes within Y radius are redirected to the rod)? Also, if so, what is the protected radius?

Actually, the lightning rods are a bit of a cheat under the pretence if it looks right, and no one can tell it isn't, then it's right. The strikes that hit it are an entirely new type of lightning strike called a passive lightning strike that I made. At random intervals after creation when the weather is stormy (wet or dry storm), the passive lightning strike gets called onto the lightning rod, and it does one tick at an insanely high power output for that single tick, which is what causes the sudden power burst. Basically, it works entirely separately of the actual weather and lightning of RimWorld, other than to check that the weather is actually stormy.
#41
Stopped following after a few months of inaction? Are you insane lad? Other than space engineers, I literally cannot think of a single game that gets updated as frequently as this game with content that actually makes a difference. You're time scaling is on par with my own poor judgements :P Just in the opposite end of the spectrum.
#42
Aaaaand we are live. BPH is gonna need some more work which I will get started on in a few minutes once I've got something to eat. I've fixed up the showcase image not being found, bought the thread page description a little more up to date, and eaten about 5 million bread sticks. As usual, this is a preliminary upload, so expect issues still to be present, but they should be only minor, and make sure you let me know about them ASAP when you find them. I only have till Thursday to get this rig ship shape :D
#43
I'm running on nothing at the moment, so I'll keep this brief. I would rather remain developing this mod myself. I will always aid anyone who wishes to make add ons for this mod in anyway I can, or just in general make mods. I am incredibly impressed with the time Jerethi has put into learning his way round my mod, seeing as I can hardly find my own way round it at times. However I see this as something of a challenge to face now, and It's kinda one I wanna take on my own. Those of you that have been with BP+ from the beginning may have noticed that my demeanor has changed quite significantly since I first started making this mod and joined the forum, just look at the front page of this thread if you want. All I have to say to that is as a 17 year old kid resitting the year under an exam period, trying desperately not to get kicked out of my sixth form, I'm kinda under a lot of stress, and even if I wasn't I'm under some serious time constraints.

All that gubbins aside, I'm turning shit around day by day, heading out of civilisation for a week or so to clear my head, get a life goal, clear my attitude again, and come up with some sick ideas for this mod ;) You can expect an alpha 5 release of BP+ in 10 - 50 mins. Bare with me guys, if I ever do have to give up this mod, and it will take some serious battering to make me do so, it will go to capable hands, and that is something I will personally guarantee.
#44
Help / Re: glowercomp
July 11, 2014, 11:42:43 AM
I'm afraid you are Telkir. I tried it before if you remember mrofa. The best solution would be to spawn a new object with the colour light that you want, however that also has its own issues.
#45
I am still around guys, just been busy with an oxygen dispersion and pressure system I said I would build to stop myself going absolutely mad in what little free time I have, as my motivation for this had dropped. I leave for a camp tomorrow, but when I get back on the Sunday I will start work on updating, and smash it out until it's done. I don't know exactly when it will be finished, but you have my word it will be operational before I head off again next Friday, one way or another.

Optimistic verdict: Sunday night
Realistic verdict: Tuesday night
Pessimistic verdict: Thursday at 4 am :P

Again I can only thank you all for your kind words and patience. It's these little boosters which give me the kick up the ass to get back to work and make the damn thing happen XD