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Messages - RickyMartini

#16
Unfinished / Re: [WIP] Prodiggas Water Mod
January 20, 2017, 09:02:13 AM
This is really funny haha!

I started with the same Mod idea a couple of days ago and your screenshots look extremely similar to mine lol:

New need:


Dehydration is deadly:


Their sad end:
#17
Off-Topic / Re: magnetically driven engines
January 19, 2017, 02:46:58 PM
Quote from: Thyme on January 13, 2017, 12:51:19 AM
I appreciate 14m1337s attempt at luring mumble2 out, but it seems he has lost interest. Might be better that this thread has finally cooled down.

Lol of course he lost interest, he got his ass handed to him by multiple people, there's nothing left to do in this thread other than further losing.
#18
Your story sounds similar to mine. Maybe Steam beta has something to do with it.

Maybe Tynan/Ison should check what exactly changed in Steam in the last couple of weeks/months.
#19
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 17, 2017, 01:13:50 PM
Is the pump even working? You need water too obvi.
#20
Releases / Re: [A16] Mending
January 17, 2017, 08:06:27 AM
That's looks incredible, thanks
#21
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 17, 2017, 07:50:51 AM
I am pretty sure that adding a button to the colonist bar would at least mitigate this problem. That way you can see on the colonist bar whether they are with a suit or not, and without searching them on the map or slowing down time, you can tell them to put their suit on.


Remember though, it will never happen that both auto equip and auto unequip are added. never. It makes no sense, otherwise you'd have colonists put on their suit for every single task that is a bit outside of the base. Huge waste of time.

Also, probably a nightmare to code. Maybe even near impossible.
#22
Releases / Re: [A16] Mending
January 16, 2017, 06:04:34 PM
What's MFO?
#23
Well the bug is gone now for me..... Can't really say what made it fix itself, but 2 days ago I changed a couple of things in the Steam settings, not sure if it got fixed because of that.
#24
Same thing for m, as soon as I restart Steam, no matter what I did before, it's there again.

Since not everybody has this problem, it's probably dependent on certain versions of either the PC or Steam.
#25
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
January 15, 2017, 07:48:21 AM
Is the water need implementation coming?
#26
Quote from: RawCode on January 14, 2017, 11:57:46 PM
everything is possible.

if unity for some reason reject multiple clips, you always can generate clip at runtime and load generated clip.

Hey thanks! I eventually managed to do it using only .xml files.

Another question, do you know if it's possible to divide sound clips in genders?

What I want to accomplish is having sound clips for females and sound clips for males. What makes this thing difficult is that, at least for .xml, Tynan doesn't seem to have a lot of options dividing certain pawns into genders. They are all equally defined.
#27
Hey I seem to not understand this mod.

So when I set up a new autosell rule with AI selling enabled, and a trading caravan comes by, any colonist set as "Warden" should go to the trade printer and automatically sell/buy whatever is possible?

And I do not have to press an additional button for that?
#28
Well it's quite clearly a Steam issue. Think of it like this, nobody ever had a problem like this and people started having this problem within 24 hours. So yeah, it's not our fault guys. ;)
#29
Is it possible? What do you guys think?
#30
Help / Adding sounds to Human pawns
January 14, 2017, 08:48:44 AM
Is there a good and unproblematic way to add pain/wounded sounds to humans without having to change all of the other ThingDefs of Humans.

I'd like to add pain sounds to my colonists and raiders but I fear that this might interfere with a lot of other mods if I simply edit the Humanlike Thingdefs.xml

Any ideas?