also just wanted to say thank you for the mod its awesome!
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Quote from: crusader2010 on April 26, 2015, 04:31:53 PM
Hey, where's the download link to this mod?
Quote from: Adamiks on April 26, 2015, 11:25:03 AM
Ok, here you go.
Quote from: axenn on April 26, 2015, 07:29:04 AM
This is an excellent mod, must be implanted
i messaged Tynan to bring back the cabin fever debuff but maybe this mod can bring back the stuff Tynan took away and make it useful again i would love it!
Quote from: souless on April 26, 2015, 01:10:32 AMlol not my mod its Abrexus's mod!Quote from: Ninefinger on April 26, 2015, 01:04:26 AM
smooth stone is technically not a floor type its just smoothing the floor if its already bare stone, and since the floors aren't "Stuff" you cant deconstruct them, the best you can do is to make the hallway some sort of stone tile. eg, granite tile.
My bad, I think the Smooth Stone floor I'm talking about comes from Fast Floors mod, which your mod is over-writing.. I think I'll have to make Fast Floors load after Superior Crafting.
however if you use the floors get "stuffed " mod download here: https://ludeon.com/forums/index.php?action=dlattach;topic=9334.0;attach=6000 you could maybe deconstruct the wood floor and bring back the natural stone floor then smooth it if it isnt already. this mod is for alpha 9 but should also still work with alpha 10 without any issue. only thing is i don't know for sure if it will work on an already existing save game but should work with a new one.
Quote from: souless on April 26, 2015, 12:51:23 AM
Could you make it so we can place Smooth Stone floors over concrete? I have this small bit where I had a wood floor for my bedroom, but I turned that bedroom into hallway (for more bedrooms), now it looks odd.
Quote from: Ihatetheinternet on April 25, 2015, 11:50:38 PM
Can you upload to drop box or some thing because send space keeps trying re direct me to a sight marked unsafe by my anti virus
Quote from: Latta on April 25, 2015, 11:47:57 PMQuote from: Ninefinger on April 25, 2015, 11:40:39 PMQuote from: Latta on April 25, 2015, 11:17:33 PMdid you change the dll in any way for this stable release update or can i just update the xml myself?
Updated to 30c. From now v30 will be a Stable version.
Reverted smart duct outlet's HPR to 0.4.
Increased its power cost to 15.
Increased power cost of duct intake to 30.Fixed issue with ventilation doors, thus adding them again. This applies to Vent Only version too.
Edit: No, wait. Removed vent doors again.
There was no dll changes. Just change XMLs. For HPR, change <energyPerSecond> inside of <CompAir>.
Quote from: Latta on April 25, 2015, 11:17:33 PMdid you change the dll in any way for this stable release update or can i just update the xml myself?
Updated to 30c. From now v30 will be a Stable version.
Reverted smart duct outlet's HPR to 0.4.
Increased its power cost to 15.
Increased power cost of duct intake to 30.Fixed issue with ventilation doors, thus adding them again. This applies to Vent Only version too.
Edit: No, wait. Removed vent doors again.
Quote from: Turtuhl on April 25, 2015, 08:38:09 PM
I am having a bug where colonists can't resume work on the Bionic Crafting Table if they are interrupted. It is giving a error in the debug log:
Val threw exception in WorkGiver FinishUnfinishedApparel: System.NullReferenceException: Object reference not set to an instance of an object at Verse.RecipeDef+<>c__IteratorDC.MoveNext () [0x00000] in <filename unknown>:0
Other all the other tables seem to work fine for resuming work.
This is one of my favorite MODS so thank you for all the work you have done on this!
Quote from: Sadler on April 25, 2015, 01:41:06 PMPersonally i love the way your mod works exactly as it is, i wouldnt change it for the worldQuote from: booOfBorg on April 25, 2015, 12:00:17 PMIt's not an issue. EdB Interface isn't expandable by design, I can't replace the ColonistBar or ColonistBarRenderer or do anything else to achieve the same goals. It simply has no public API, so I even cannot get the position of the colonist bar slots to draw my icons.
Tried to use it with the new EDB Interface for A10, version 2.7.1. The icons don't show up on the overview of colonists on the top. Known issue or am I doing something wrong? With EDB Interface it would be awesome if the icons only show up on the overview, IMO. Is this doable?
Quote from: d3mons on April 25, 2015, 12:56:34 PM
donwload links seems to be not working,
goed to the dowload site, and gives an error afterwards
Quote from: Latta on April 25, 2015, 12:52:03 PMi have a feeling this might get into dll territory lol the extent of my modding capabilities is xml loool
Please ignore my last comment; brightness is hardcoded in MapConditionManager, not MapCondition itself, which is even worse.Quote from: Ninefinger on April 25, 2015, 12:25:48 PMQuote from: Latta on April 25, 2015, 10:45:33 AMQuote from: Kolljak on April 25, 2015, 10:13:11 AM
Is there anything you can do about Bright Eclipses. the eclipses in 20% brighter then the night.
Eclipse brightness is hardcoded. To make it worse it's not in incident but in mapcondition.
on alpha 9 i simply made it so that the eclipse was turned off and added a new incident called eclipse and made it be all dark during day and night but the problem is that solar panels still work during the day even if its dark and there is was no pop up message saying "eclipse".
You should follow vanilla eclipse style. Not just a Incident but a MapCondition, and register the condition in TryExecute of the IncidentWorker for eclipse. Pop-up message belongs to MapCondition.
Maybe overriding entire eclipse will work, even with solar power? But I'm not sure whether MapConditionManager will choose overriden MapCondition instead of vanilla one.
but i will look into what you suggested as purely xml. thanks.
Quote from: Abrexus on April 25, 2015, 12:36:40 PMok good thats all i was worried about if its separate you can add as much as you want. wheewQuote from: Ninefinger on April 25, 2015, 12:21:34 PM
what do you mean by xpack? cause im hoping you dont go adding all these things to the mod, outdoor lamps cant just be added into this mod, i added an outdoor light and wall light into my overhaul modpack and the glow radius had to be significantly reduced or the lighting effect itself looked square and was buggy when placing conduit the light would spread with the conduit, conveyor belts... pls no, repairing mending items is way to overpowered simply being able to deconstruct them back into a portion of there raw materials is way better, quantum storage... pls no, half the battle in this game is inventory management a better solution is being able to convert destroy extra crappy things back into raw components to be able to be re-crafted or simply be selling shit for next to nothing to simply get rid of it, fuse boxes is a good idea to add since i myself already added them into my modpack. prison improvements is useless until tynan adds back in the cabin fever debuff, less is more. I hope by xpack you mean a separate download or something.
Woah, hold on there hoss...
I applaud that you are putting together your own modpack, and I wish you the best of success. That's the beauty of what you're doing....you can add/remove the things you like/don't like about my mod and make it your own. I will ask however that you refrain from making snap judgements and decisions for me. If you followed the previous version of my mod at all, you would know the Xpac is an optional download that adds features I feel may be a good fit, but not essential to the core mod itself, and it's just that....optional.
As always, I encourage feedback and suggestions, but in the end I reserve the right to make it as I see fit. Feel free like I said before to take the mod and rework it in any way you desire....you're welcome to use my code, textures, whatever you need.
Peace.