Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Vas

#586
Bugs / driverError - Colonists freeze
March 08, 2014, 03:41:48 AM
It seems the screenshot didn't save right, so I only have the one without text.  I believe that's the exact text of the colonists though when I tried to build a Solar Panel that was touching the edge of the map.  Also it doesn't just effect the colonist working on the building, but all of them that are remotely near it.  You can turn them to military mode and move them manually but they still don't work till you deconstruct the building.

http://steamcommunity.com/id/VasVadum/screenshot/3316078793944657156
http://steamcommunity.com/id/VasVadum/screenshot/3316078793944663621

Those are the 2 screenshots I have related to it.  Maybe I can make it happen again, and get a screenshot, and upload save file.
#587
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 08, 2014, 01:16:03 AM
I just noticed that when I research digging, I unlock the pumping station, but not the steam building.  You got those reversed I think.  :P  I started a new save to find this out.
#588
Outdated / Re: [MOD] (Alpha 2) Cremation Chamber
March 08, 2014, 12:18:05 AM
It seems you can build this device before you research it.  Might want to fix that.  :P  I've already built it before I had the research.

Perhaps you forgot this line? :P
      <researchPrerequisite>CorpseDisposal</researchPrerequisite>
#589
Outdated / Re: [MOD] (Alpha 2) Glitter! 1.0a
March 07, 2014, 09:37:15 PM
Quote from: ousire on March 07, 2014, 09:14:57 PM
Quote from: Vas on March 07, 2014, 01:38:12 PM
I'd download this, except my build menu is already incredibly full.  :P  I don't want to add this many things to it till Tynan can make a new method of building items.  :P

The ability to add more construction tabs would be really nice. With a handful of mods added, giving them their own categories would fix that. One tab just for all your carpets, one tab just for all your power generators, stuff like that
http://ludeon.com/forums/index.php?topic=2249.msg22219#msg22219
Take a look at the idea I pointed out here for color-able objects.
#590
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 09:33:59 PM
If this is the case, I'll stop the development of mine once Alpha 3 is out and delete it.  No need for 2 mods with wall lights.  I can't do DLLs so mine would become useless anyway when other people are doing much better things than I can ever do.

You might also need to rename your mod, if you start adding multiple things to it.  It would no longer just be better power, but added lights and even a gun.  Perhaps The Architect Mod? :P  I dunno.  I could give my texture for the wall lights unless you have a better one.  I was going to go create some colors for the lights, if you want I can create them and just give them to you for when Alpha 3 is ready.  :P

Do you think there'd be a way to place stuff without needing each individual color though in the list?  I don't like a huge cluttered up list of stuff really.  One idea, is if you have an object that has different colors, you build it with it's default color, then click the object and a small color menu pops up letting you select a color, it will show the object's color while you hover over it so like a preview on hover.  If you click, it will require someone to go modify the building, taking a second or 2 to apply the paint job, possibly even a single resource to keep you from changing colors constantly.  :P  Just some thoughts on a less cluttered build menu is all.  This can work for all objects you allow color choices on including carpets.  :P
#591
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 07, 2014, 09:15:20 PM
Quote from: Architect on March 07, 2014, 05:22:13 PM
Vas, change
<placingDraggableDimensions>1</placingDraggableDimensions>
to
<placingDraggableDimensions>0</placingDraggableDimensions>
Forces better wall lighting ;)

Won't that disable you from being able to drag a line of walls?  Making you place each segment individually?
#592
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 03:32:53 PM
Quote from: Ramsis on March 07, 2014, 02:46:38 PM
I want to see everyone's light wall before making my decision on which to download!

No one is going to make a mod exactly like mine just to have 2 different versions out there.  If a mod is made, it is highly unlikely someone else will re-make it.  If someone has a texture suggestion, they can feel free to tell me and I'll consider it.  For now, mine is the only one that has lights built right into the walls and it's already got some users too.

http://ludeon.com/forums/index.php?topic=2287.0 is the lights Architect was talking about on that page you linked.  His aren't wall lights, they are colored lights.  Maybe he had plans for wall lights, but I already made them.  :P  I can also make them in a variety of colors if I wanted, if someone asked for them that is.

Anyway, this topic is about Power, not lights.  You should be talking about this either on his colored lights topic, or my wall lights topic.  :P
#593
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 02:29:13 PM
#594
Mods / Re: [REQUEST] Lighted Metal Walls
March 07, 2014, 02:23:41 PM
I've done something like this already; http://ludeon.com/forums/index.php?topic=2414.0

Actually, I've done exactly what you were looking for.  xD
#595
Outdated / Re: [MOD] (Alpha 2) Cremation Chamber
March 07, 2014, 02:22:21 PM
Do you think in Alpha 3 you will be able to add a counter that shows how many bodies you've cremated?  Cause I really would like that.  :P
#596
Outdated / Re: [MOD] (Alpha 2) Glitter! 1.0a
March 07, 2014, 01:38:12 PM
I'd download this, except my build menu is already incredibly full.  :P  I don't want to add this many things to it till Tynan can make a new method of building items.  :P
#597
Outdated / Re: [MOD] (Alpha 2) Better Power (v.1.3)
March 07, 2014, 01:31:44 PM
Quote from: Ramsis on March 07, 2014, 10:01:19 AM
You told the other guy in the idea section of the modding board that there would be walls that could generate light? Did that get in or did you not get there yet? :)

Are you referring to me? :P  I mentioned wall lights.
http://ludeon.com/forums/index.php?topic=2414.0
#598
Outdated / Re: [MOD] (Alpha 2) Wall Lights v1.0
March 07, 2014, 01:27:40 PM
I have clarified a few things under quick info, hope that helps in the future :P

If you think it is too unbalanced, please let me know.  I've been trying to strike a balance with these that will be good.  I wasn't sure how much power to make them take so if it becomes easier lighting your place with these lights and not burning as much power, I'd need to know so I could fix that.  :P  If it is too expensive, I'd need to know that too.

Of course, you technically aren't meant to make every single wall in your base a light wall, maybe every 4 walls, but I do just because it provides even lighting, even if it takes a god awful amount of power.
#599
Outdated / Re: [MOD] (Alpha 2) Better Power
March 06, 2014, 10:46:37 PM
Quote from: shadowtajun on March 06, 2014, 08:35:17 PMActually I'm really looking forward to making animated gifs or pngs for these, I can see them now :) looking awesome in my head :p

In Starbound, animated images are PNG images side by side,  I'll show you one from my Matter Manipulator Upgrade Station mod.


As you can see, each frame is beside each other.  Then a script file tells it where to cut each off;
http://pastebin.com/pbmvX3xW
The end result, looks like this in game;
(Warning, this is an apng, Chrome users can not see these - Yes, this PNG file is animated!)
If you need a GIF version, let me know. xD  I just like apng better, MNG too but Firefox removed support for that.

Anyway, my point is, I am wondering if this game does animated images the same way.  Frame beside frame images like that.
#600
Outdated / Re: [MOD] (Alpha 2) Wood Economy (v.0.92)
March 06, 2014, 07:28:32 PM
Quote from: ItchyFlea on March 06, 2014, 07:13:36 PM
A few things are still using placeholder textures. Log Walls and Fences are using placeholder textures. The Wood Walls are using an in-progress texture. There's probably a couple of other things that I'm forgetting right now.  :)

EDIT:
The screenshot I posted is showing how the wood walls link up with normal metal walls. It doesn't show the log walls (which are using a darker coloured version of the fence texture.)

I thought the log walls might look like those wood walls you have there, only darker or maybe with bark texture instead.  Maybe you can use log floors, where you have a dark colored wood or even bark texture on the floors for a more beautiful finish.  :P

P.S.  Spell check says Coloured isn't a word.  xP  Why do people put ou instead of just o all the time? xD