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Messages - Kirid

#181
Updated for Alpha 6. Code changed a bit, but otherwise working the same.
I had a chunk of my skull cut out 2 days ago, but its not stopping me updating this time ;D ..Alpha 6!
#182
Outdated / Re: [MOD] (Alpha 6) MedBed
August 13, 2014, 02:41:22 PM
Bump for Alpha 6! I think It's working fine. Make sure you restart the game after activating the mod. Please report any bugs or issues, I haven't tested it completely yet. But the beds are finally functional!!
#183
Help / Re: Strange icons
August 13, 2014, 02:21:53 PM
I just updated medbeds to alpha 6. I'm having this issue. Restarting the game does fix it, but it causes it major graphic glitches if you don't. I'm afraid to release it as people may see it a buggy.
Wondering if anything can be done to fix it.
Do I need to define the _side on images? I have _back versions of both beds.
#184
Ideas / Re: Making Muffalos useful
August 01, 2014, 07:40:17 PM
I've heard this suggestion several times. But personally I don't think Muffalo should ever be tamed.
Some form of space sheep/cows/pigs/horses sure, but Muffalo like Buffalo are supposed to roam the plains wild and free.
Muffalo probably wont produce milk(or near as much as a genetically engineered cow) and a creature of that size takes a lot longer to grow to full size than other species.
I think they should remain the main hunted species and nothing more.
#185
Ideas / Re: Allow manual assignation of beds
July 17, 2014, 02:34:57 PM
This has been suggested so many times but I think its underestimated how useful it will be.
Not being able to assign specific bedrooms affects the entire building layout of the colony.
It forces us to use standard block housing; pick a room size, then build row upon row of identical rooms.
It is possible to micromanage juggle people into rooms, but it ultimately futile.
I've completely given up trying to build colonies with houses near workstations.
#186
Quote from: StorymasterQ on July 13, 2014, 10:07:53 PM
For the Evulz!
hehe tv tropes <3 Prepare to have 30 tabs open..
#187
Mods / Re: [Request]Sex And babys
July 12, 2014, 11:02:51 PM
Yelling "The Sims" doesn't really explain anything about the reasoning behind not wanting children.
Look the game Space Colony, its sims in space without playing dollhouse, yet you still care for their basic needs.
They are all 3 simulation games. Take X people and keep them alive(or not) in this location while you build.
In all 3 games the people are free to roam, yet you assign or tell them to do specific tasks.
What Rimworld and Space Colony do not do is micromanage each activity in the peoples lives.
What The Sims does not do is have groups of raiders with mortars tearing your people apart, then giant laser-shooting robots coming in to finish the job.

Rimworld already includes cannabalism and slavery, because its a part of human reality. As is sleeping, food, not liking to be shot, insanity.
Childbirth, friendship, private property are just as much a part of that reality.
#188
Help / Re: Medbed [5] Texture Problem
July 12, 2014, 07:59:09 AM
I just updated it.. sorry for short notice.. was stuck at the same part.
#189
Outdated / Re: [MOD] (Alpha 5) MedBed
July 12, 2014, 07:48:44 AM
After inspecting the clutter mod I figured out how to update the beds. Cheers mrofa!
Please tell me if you notice any issues with balance or bugs.
Still cannot direct colonists to use the beds directly when injured to to take incapped, still can switch beds to prisoner, lockable doors may make it easier now.
Anyone who can figure out a simple way to do that will be a international hero.
#190
Sorry if I kicked the hornet's nest >_< I enjoy seeing the modding projects that come out like this, even if they are just experiments and temp fixes.

Quote from: ItchyFlea on July 12, 2014, 01:30:28 AM
I am working on an application that will (hopefully) be capable of achieving what I wanted to achieve with this and more.
That looks so awesome!! I was just thinking about this the other day. Could make new modded stuff in seconds if you had the textures.
#191
Help / Re: Alpha 4 dll references
July 10, 2014, 02:56:12 AM
Oh I hadn't noticed that, I changed it. Thank you!
But its an issue with my Visual Studios.
QuotePosted by Microsoft on 5/26/2010 at 5:03 PM
Thank you for your feedback, we are currently reviewing the issue you have submitted. If this issue is urgent, please contact support directly(http://support.microsoft.com)
I'll keep looking >_< What other programs write dlls?
Repaired the program and it works now, but the game isn't registering my class dll. Always something else..
I'm close, so thanks for the help you guys :D
#192
Off-Topic / Outpost - Awesome (not a) knockoff
July 10, 2014, 01:42:16 AM
Hadn't seen anyone post this yet. Looks similar to rimworld, but it is very different. Super fun ;D
Idk if advertising for other games is okay.. but its free to download!
Quote on indiedb from the author:
QuoteI'm going to put my hand on my heart and say I'd never even heard of Rimworld till a few days ago when Outpost started getting some public attention.
I've had a look at the Rimworld site (not played it yet) And in my mind my main influence when developing the game was actually FTL.. its a WAY for more similar game to that than Rimworld.
http://www.outpost-game.com/
#193
"someone-else-coded-this-into-their-mod-first" is kind of ridiculous..
Is this mod only intended to support making Industrial and BetterPower+ working together?
I thought it was a base of resources for all mods to use... Otherwise is should have another name.
I could make my own glass and wire resources so that creates a compatibily issue then you can add them.
I'm sure they could be used in alot more constructions if they weren't restricted to one mod.

Neither Industrial or BetterPower+ are updated so the mod is currently useless, other than to sell the ores to traders.

The vanilla mineral ore and this copper are very hard to tell apart for colorblind peoples just fyi.
#194
Help / Re: Alpha 4 dll references
July 09, 2014, 05:11:15 AM
I keep getting that same error... nothing I do seems to work.
This code would work fine I think, its something with my visual studios or .net.
I'm wondering if someone might make it a .dll for me as an attachment.
using System;
using Verse;
using UnityEngine;

public class Building_SmallPowerPlantSolar : Building_PowerPlant
{
    public const float FullSunPower = 106f;
    public const float NightPower = 0.0f;
   
    public override void Tick()
    {
        base.Tick();
        if (Find.RoofGrid.Roofed(this.Position))
        {
            this.powerComp.powerOutput = 0.0f;
        }
        else
        {
            this.powerComp.powerOutput = Mathf.Lerp(0.0f, 106f, SkyManager.curSkyGlowPercent);
        }
    }
}
#195
Outdated / Re: [MOD] (Alpha 5) Alpha Muffalo 1.2
July 09, 2014, 04:21:11 AM
Bump! Updated for Alpha 5  8)