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 - Zxypher

#16
So it might just be me (I run a lot of mods) but your GD weapons don't seem to have quality anymore. Is this intended?
#17
Outdated / Re: [A16] Infinity Rim: Ariadna (v0.1)
January 03, 2017, 04:34:04 AM
Quote from: Eidolon_One on January 02, 2017, 10:31:04 AM
Hello, i've encountered a (bug or feature?) issue with Teseum required for armor and weapon that mod adds. The issue is - i cannot actually create gear that requires Teseum, when i try to it's "No materials"

Teseum is set with the "SmallVolume" flag to true, which means you actually need 20x the value it lists in the recipe. Not sure if you knew that or not. I didn't until I looked.
#18
Quote from: rooki1 on January 02, 2017, 05:20:25 AM
Quote from: Zxypher on January 02, 2017, 04:59:52 AM
I love your weapon textures they always look so good. I do miss the really old Jotun Heavy Rifle and Heavy Pistol textures. Would you happen to still have them so that maybe we could pick and choose which we prefer?
https://www.dropbox.com/s/2q53rfxs8yjgap1/Rimsenal_12.zip?dl=0


Here you are. It does not contain recently added weapons' texture.

Thank you, either my memory is bad or you've been doing this longer than I thought because I have a copy of Rimsenal from 8/15/2015 and that still is not the texture I remember.



Those are the oldest ones I have on my backup drive and it was before those (I think). My mind tells me they were slightly more round and...bubbly looking they didn't really even have shading. It's not that important I'm just an old man with nostalgia. Like I said before the quality of your textures is really amazing.
#19
Oh man been waiting for Batteries Stuffed (Another great mod). Thanks for this though it looks nice :D
#20
Quote from: rooki1 on January 02, 2017, 03:30:17 AM
Working on weapon texture update.
Focusing on fit into vanilla art style.

I love your weapon textures they always look so good. I do miss the really old Jotun Heavy Rifle and Heavy Pistol textures. Would you happen to still have them so that maybe we could pick and choose which we prefer?
#21
Quote from: asquirrel on December 31, 2016, 09:36:30 PM
Seems kind of overpowered.  I'd rather just see the aiming time reduced but no increase in accuracy.  Your mod makes them dead on balls accurate.

This is a good idea. Maybe a combination? I like the improved accuracy at high shooting but perhaps it is too high? I've not got to end-game yet so I can't say...I do however like the idea of an Aiming Time  boon.
#22
Quote from: dareddevil7 on August 24, 2016, 04:53:05 PM
What about it shooting invisible bullets at a very high rate and have the light die after a very short amount of time? Or would that break stuff?

I think this would cause performance issues. Maybe one ever 5-6 seconds. Should still be fast enough to track a pawn if the radius is large enough/pawn  is slow enough.
#23
Quote
Ya know, it's an option. I wish there were more basic resources to make things out of, other than steel- like coal and oil. Charcoal is an option- nothing like tree-powered explosives :D
Primitive explosives would also go well with the low-tech tribal theme. I'll think about it.

Well we have Boomalope and Boomrats why not Boomweeds? Grow your explosives! Muahaha!
#24
Hey there, I was wondering if I could put in a request for the M14 and the RPG-29? Two of my personal favorites.

Thanks for your hard work the mod works great!
#25
Quote from: UnlimitedHugs on August 22, 2016, 06:11:46 AM
Updated to 1.7.0

Snip


That was quick! You are awesome!

Next on my personal request list would be lower tech explosives that use a plunger for when you are Component starved! :D
#26
Quote from: 123nick on August 20, 2016, 02:04:54 PM
a suggestion- mining charges are hard to use. if using deep in a mine, you have to build a detonator or remote console near it, which means u have to get a long cable of power conduits to the remote detonator AFAIK. maybe allow a timed fuse for the explosive, that does not need research and any colonist can go and set it?

I'd love to see a remote detonator that took up a weapon/shield slot. I've found that for mining explosives I put them down, arm them, then shoot them...it works but takes time. :D
#27
Man I love all the stuff added with this mod but it really is forcing me to go maximum cheese for defense. Last night I had a raid that was 25 enemies vs 4 shooters (+1 non-violent). Holy crap that was a tough fight. Also the raiders from this mod seem to love deconstructing stuff when they flee.
#28
Mods / [Request / Suggestion] Salvage this!
August 06, 2016, 11:58:53 AM
I would like to see an order indicator for telling pawns to smelt specific items without having to make another/edit an order on the electric smelter itself. I end up with like 4-5 smelt orders and it gets confusing. I think it would be nice to just use an indicator to mark specific items that maybe don't fit into your currently set up smelting orders. This might also be useful for tailoring stuff.

That said I don't know how difficult/feasible this is.

Thanks for your time in reading this. I hope others think this is a useful idea.
#29
Quote from: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

I'm testing on my game and so far nothing will repair. I also can't right click to prioritize...though I'm not sure if that is because it is broken or that feature is not supported by the bench.

Edit: I got it to mend some basic pants so I know it functions...still won't mend anything in my stockpiles or inside my base, I've tried toggling the "Everywhere/Only Roofed" option and that didn't help. Could it be modded items? I am using Infusion but the pants it fixed had an infusion. No errors in the log. Not sure what else to check atm.

Edit 2: It appears as though the toggle does nothing and the bench only accepts things that are *not* under a roof based on my tests.

Edit 3: I commented out your "Mending.CompProperties_FilterRoofed" comp in the Buildings_Production.xml and now it is working for things under a roof.
#30
Quote from: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

Will this break an existing save? Just curious, hope I didn't jump the gun by installing your first fix. :)