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Messages - Latta

#481
Unfinished / Re: [WIP] Signals, you can't stop them!
March 09, 2015, 12:58:40 AM
What I've done so far. I tried to draw overlay just like PowerNet, but can't figure it out correctly.

It DOES draw it, but doesn't update graphic automatically so you need to build a power conduit nearby. Also, It displays when you choose CompPower, not custom Comp made here.

EDIT: Now it can refresh itself, but need to select CompPower to show itself.
#482
Quote from: Slan on March 08, 2015, 09:04:00 PM
In the last version, this mod (Shield 11) made errors. If you need log, just link me a page explaining how to copypaste log (can't selct in game it seems).
Please go to your RimWorld folder, and locate RimWorld727Win_Data\output_log.txt
It contains all logs generated.
#483
At least I used it with my Claymore shotgun of RimEffect! But had no chance to test it in a real fight because it was too expensive.
#484
Making vent bigger won't help, as It already push each room's average temperature. But I can make them(or new type of vent, powered vent) push each room's temperature directly.
Also, next release will have air duct(or heat pipe, if you prefer) system. Hope it ease the problem.
#485
Unfinished / Re: [WIP] Signals, you can't stop them!
March 08, 2015, 10:15:01 AM
Quote from: justarandomgeek on March 08, 2015, 09:41:33 AM
How much did you have to change to make heat pipes?

Not much, just changed classes/variables to respectful names, with HeatNet.CurrentTemperature() (Was it SignalNet.CurrentSignal()?) being float from bool.
CompHeatSource will set its float value to its room's temperature while HeatNet.CurrentTemerature() SUMs all HeatSources and returns average value. (Instead of OR of bool values, it is.) It's a prototype, so I never bothered to make it more realistic. (Planned)
Also, HeatSource will push its connectedNet's returned CurrentTemperature(), So all connected rooms will equalize their temperature.

EDIT: Maybe I'll rename HeatSource to HeatTrader.
#486
You can 'attach' bayonet on your gun by simply adding a ranged verb AND a melee verb to weapon's definition.
It will display two order buttons, being one ranged, another being melee.
#487
Waited so long! It's the best additional enemy mod now IMO (though not tested skullywag yet)
At least graphics are beautiful and my mod selection is primarily based on graphic so yess

EDIT: Just one request, but will you make your assembly's strings to translatable keyed string? Like coming 1.04? I really want to translate this... properly.
#488
Unfinished / Re: [WIP] Signals, you can't stop them!
March 08, 2015, 07:26:57 AM
Oooh yess! Finally I made a working prototype of heat pipe! I'm in debt of yours!
Also, thank you for those kind and detailed description. It really helped me.

But one question: How can SignalNet's signal gets updated? I can't see any updating method within any Tick(). I know that each building sets its CompSignalSource's OutputSignal, but why? Does every Comps get updated automatically by game?
#489
Unfinished / Re: [WIP] Signals, you can't stop them!
March 07, 2015, 09:59:54 PM
A threat sensor would come in handy, combined with power relay.
Also, would you mind if I decompile it? I'm...desperately curious...about how net system...works...
#490
Unfinished / Re: [WIP] Signals, you can't stop them!
March 07, 2015, 09:34:03 PM
I was so waiting for this. For that graphic problem, I made a quick changes. Please check my attachment.



Also, Power sensor is throwing error whenever I place one.

[attachment deleted due to age]
#491
Outdated / Re: [MOD](Alpha 9) ScarPatching (Ver. 1)
March 07, 2015, 05:30:43 AM
I never thought of fixing scar with assembly :o This way patching neck won't get rid of my expensive brain implant etc, right?
Hey, but can you delete...what should I call it, dummy files? From my FixBone? I think you forgot to delete those lol.
#492

Here comes Industrial Coolers(WIP)! I'm adjusting their values.
#493
Quote from: Th3_D00D3 on March 06, 2015, 06:53:18 AM
Hey there. I'm using fixbone 10b and it's doint a great job!
Is it possible for you to add back/torso repair/replacement? We all know colonists with bad backs and frails wich are basically useless.
I'm sorry but I can't. I heard that fixing torso causes all added/damaged organs to eject and new ones grow. And it's too weird lol.
#494
Updated Shooter's Shields to 11.

Added crafting recipe to each shields by request.
#495
(Finally) Added Widow sniper rifle. Included "Black" alternative texture! Go to the texture folder and replace widow.png with widowBlack.png



Avenger graphic revamped. Also, high tier weapons are now a bit cheaper.