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Messages - Temeez

#31
Quote from: ROD on August 31, 2015, 09:23:19 AM
Pretty cool. How about the Beauty ? Could you do a strip 1x0.1 ? So it would be like a airplane stripe ?  :)
Thank you for the mod, I'm going to use it now. I never liked the vanilla lamp anyways :P

Thank you, the lamps add a bit Beaty ;)
I do not know what a airplane stripe is, but I assume you mean something like a very thin light stripe on one side of a tile?
#32
Updated to alpha 12!
#33
Quote from: akiceabear on July 15, 2015, 08:20:05 AM
Hi Temeez

Love this mod. Wondering if you could possible make a Superior Crafting (https://ludeon.com/forums/index.php?topic=11741.0) compatible version - i.e. which places the lights somewhere (reasonably advanced) in the SC tech tree and uses the appropriate materials?

Cheers!

Nice to hear that you like my mod! :)

This was a good idea and the SC mod looks like a lot of fun, so I did it! Non colored are available at Power II and colored ones require a bit more ;) The white square lamp floor tile requires Power III. I also adjusted the building costs a bit and added glass to it. Hope you like! The download link is at the first post.
#34
Quote from: SuperJeck on June 18, 2015, 07:56:37 AM
Hm. maybe i don't get it, but, for example, when my colonist got bitten in torso and the zombie infection grew up to "extreme" but after that nothing happend. Should he turn into zombie or he should turn in some time? Because i'll have to treat his infection every time, that is quite sad and time-consuming. Did i miss something?

Did the colonist get 100% immunity?
#35
Updated to Alpha 11.

Also added a white square lamp to act as a floor tile, so it has a low power drain and small light radius. It is not possible to build other kind of floor tiles on top of this however, it needs to be deconstructed first.
#36
Quote from: deadlydullahan on May 08, 2015, 02:56:58 PM
Quote from: Temeez on May 08, 2015, 02:53:20 PM
I think I'll make them their own doors, so they can be used along side the vanilla doors. Could at least use them as wall/outpost doors or something. Tomorrow.

I appreciate it, thank you. I'm also really excited to see it in alpha 11, congrats.  ;D

Done and thank you :D
#37
Quote from: deadlydullahan on May 08, 2015, 02:49:46 PM
I know this mod is gonna be obsolete next update but is there any way for it to work in alpha 10 for now?

They way it worked in Alpha 9? No.

I think I'll make them their own doors, so they can be used along side the vanilla doors. Could at least use them as wall/outpost doors or something. Tomorrow.
#38
Quote from: puddlejumper448 on May 04, 2015, 07:15:05 PM
Just saw this in the change log today

"It's now possible to hold doors open. Autodoors will remote open/close, while simple doors will be left open when a colonist passes. Enemies and animals can pass through held-open doors, and anyone can shoot through held-open doors." It sounds like your mod finally made it to vanilla (assuming i'm not misunderstanding what it says), thanks for all the hard work Temeez

Haha, amazing. Looks like this mod will become obsolete then. :D
#39
Quote from: rsof69 on May 02, 2015, 02:29:12 PM
Quote from: Milliman on April 28, 2015, 12:48:51 PM
I really like this mod. Thank you for making it! Is there any chance of a compatibility patch for the Superior Crafting mod? Currently, it does allow for door control with newly constructed regular and auto doors in the mod(haven't tested with blast doors yet), but it breaks the temperature tooltip. With both mods active, you can only see "outside" temperature, even when hovering over "inside" areas. I have no clue what causes this bug, but it would be really awesome if it were fixed.

I'm having this problem too

Atm. there is not much I can do about this, as said here (like 5 posts up) there is a bug in the game code which doesn't like (C#) modded doors currently. You can read a bit more in https://ludeon.com/forums/index.php?topic=12508.0 I hope that this gets fixed in the next alpha version.

I'll try to update this mod as per ROD suggestion.
#40
Quote from: ROD on April 28, 2015, 10:07:48 AM
Quote from: Latta on April 27, 2015, 10:08:40 AM
... Adding regionBarrier to true will resolve this issue but will prevent pawns to find path through the door, thus rendering custom door useless anyway.

In this case, since you can point a pawn to open the door, could you point all to open it ?
In this case the regionBarrier would be set to false when the pawn opens and set to true when it closes.
The indoor/outdoor would be instantaneously.

Another thing would be create a new door icon for your door so we could use it when we wanted.

This is one of the most required mods, don't give up  :D

That is actually not a bad idea. I shall try it today / tomorrow and see what happens. :)
#41
Argh, this is not good.

I have absolutely no idea why it does that. If I use custom <thingClass> indoor zones are not created, even if the custom class is empty or 1:1 copy of the Building_Door. Could this be a bug in the game code?
#43
Quote from: Asfalto on April 25, 2015, 12:32:27 PM
Is this dead? I loved them
No and thank you. :)

Updated now and should work without problems.
#44
Quote from: puddlejumper448 on April 25, 2015, 07:06:11 PM
Any news on an update? I tried to create a workaround, but ive never modded anything before so I didn't make it far :P Ill just have to practice patience lol

I have managed to get the mod to a state that allows you to open the door manually, but it won't stay open after a colonist goes through it. I'm going to try couple things, but if they won't work, then.. well we'll see.

Edit: Good progress has been made!

Edit2: Updated, should work without problems! :)
#45
Quote from: pap3rrr on April 20, 2015, 09:55:08 PM
This mod is broken in alpha 10.
Doors no longer appear onscreen after being built. It still shows that there is a door in the square description.
I believe it may be something to do with how the door locks were re coded in the new release?
Ended up using it as the only mod activated and had no luck regardless of load order with core.
Very sad as this is one of my favorite mods for setting up defenses.

Fear not, I will try to get this updated to A10 today. This week if stuff happens.