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 - RickyMartini

#871
Bugs / Re: Constant pauses / lag
May 01, 2015, 02:13:31 PM
Could it maybe be that you are experiencing the auto-saving once per day? That actually gives a lag at least once every 24 hours.
#872
Bugs / Re: Minor? Maybe? Dunno
May 01, 2015, 10:53:11 AM
Questions:

1. Clean installation without mods?

2. Alpha 10f?

3. The only thing you do is "create world" and you already get to that screenshot, right?
#873
General Discussion / Re: Solution for killboxes??
May 01, 2015, 10:49:47 AM
Could not agree more with TLHearth.
#874
You mean Geyser? I only found geysers inside mountains once or twice, could be that they are rare anyway.
#875
Will this be updated to Alpha 10?
#876
Mods / Re: Request: Pantry Raiders.
May 01, 2015, 09:53:39 AM
Lol I also read panty raiders first, made me laugh.
#877
Outdated / Re: Alpha 10 Mod List
May 01, 2015, 08:59:55 AM
My tiny mod also needs some space on that list :)

Electric Smelter Limit

Assimilated!
#878
Quote from: Zerg HiveMind on May 01, 2015, 02:04:59 AM
Awesome going in my modpack...OH btw thanks for puush no offence but i thought it was a scam but it worked that screen shot of the bug is up on my post!  :D

Thanks!  :D
Glad I could help you!
#879
General Discussion / Re: Solution for killboxes??
May 01, 2015, 07:20:33 AM
Too bad raiders almost never focus on one side and attack without changing target. Meaning they don't get "confused".
#880
Electric Smelter Limit




This mod adds the ability to set an upper limit for slag smelting on the Electric Smelter. At the moment, it's not possible to select "Do until you have X" for the bill "Smelt metal from slag" by game design.
This simple mod eliminates this problem, and now you can select exactly at which limit the bill is activated.


About the mod:

It's a simple mod I initially did for myself because I missed this feature which was changed after Alpha 9 but is probably going to finds it's way back into the core game soon enough. Good news for anyone who can't wait and wants to use this mod:

       
  • activating this mod does not break any existing savegames (tested)
  • activating this mod does not break any existing bills (tested)
Which means you can safely activate this mod and continue playing with existing colonies. Have fun!


To install:

DOWNLOAD Version 1.1 [Alpha 11]
DOWNLOAD Version 1.0 [Alpha 10]

- Simply extract the contents of the zip file into the RimWorld mods directory.


Additional info:

Please help me find any problem associated with this mod or any incompatibility with another mod.


Changelog


_____________________________________________________________________________

   Version 1.1 (2015-06-15)
_____________________________________________________________________________

- Updated to Alpha 11
- fixed some typos and shortened some code

_____________________________________________________________________________

   Version 1.0 (2015-05-01)
_____________________________________________________________________________

- Support for Alpha 10
- enabled "Do until you have X" on Electric smelter for "Smelt metal from slag" bill

#881
General Discussion / Which mod do you prefer?
April 30, 2015, 09:00:55 PM
Extended Surgery and Bionics, or Expanded Prosthetics and Organ Engineering?


I never tried both of them, and they seem so similar. (Because they are based on each other.) But for people who already tried and played with it, which one do you prefer?

Does any of these 2 mods have their weak sides? Or balance problems? Let me know! Thanks.
#882
Nice catch, it's been reported.
#883
I'm predicting more narcotics with time I think, though the probability is low. But since Tynan also implemented new crops after some Alphas, why shouldn't he implement weed after some time? There's already a mod anyway. :)
#884
LOL! Neat description there, you are right and I managed to reproduce it.

If every place on a zone has not only a blueprint (be it floors or smoothing) but is also being worked on by a colonist, the item you want to be hauled cannot be prioritized.
I managed to get a nice and self explanatory screenshot.

I'm not sure if this counts as bug though, but a mod should definitely move this thread to bugs anyway, please.

Edit: Bug has been reported.
#885
Hmm okay, well I just started a new game and put a zone with the task of smoothing the floor underneath it. And prioritizing hauling worked as seen here.

Originally the bug was found here and fixed after 0.10.779, which means Alpha 10b already didn't contain this bug anymore.

So if you found it after 10b it's still an interesting find. :)

Edit: sorry again this one is referring to HaveFun's bug.