You'll have to make the parent whatever the parent is of Wall. BuildingBase I guess?
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#137
Outdated / Re: [A15] Firefoam Mortar v1.6 - Extinguish fires from afar!
September 09, 2016, 08:46:37 AM
Updated to A15 of the game and v1.6 of the mod
Version 1.6
- Removed CCL dependancy & features (shellmaking no longer requires firefoam researched)
- Reverted stuff cost to allow players different options in resources (250 stuff, 100 steel, 5 components)
- Removed fixed UI icon to easily show which material is selected (this is why it only shows the base)
- Various small tweaks and fixes
Although I learned where the 'issue' with the graphic comes from, I've decided to bring back the stuff cost so that you have more choice in what you build it from.
Subsequently, to allow easier spotting of which material is currently selected in the architect bar, I removed the custom UI icon that would not show those changes.
EDIT: Forgot to mention; dropped requirement/dependency of CCL. I like the features it brings, but I don't like the long wait times on their updates.
Version 1.6
- Removed CCL dependancy & features (shellmaking no longer requires firefoam researched)
- Reverted stuff cost to allow players different options in resources (250 stuff, 100 steel, 5 components)
- Removed fixed UI icon to easily show which material is selected (this is why it only shows the base)
- Various small tweaks and fixes
Although I learned where the 'issue' with the graphic comes from, I've decided to bring back the stuff cost so that you have more choice in what you build it from.
Subsequently, to allow easier spotting of which material is currently selected in the architect bar, I removed the custom UI icon that would not show those changes.
EDIT: Forgot to mention; dropped requirement/dependency of CCL. I like the features it brings, but I don't like the long wait times on their updates.
#138
Mods / Re: Is it possible to?
September 09, 2016, 06:40:49 AM
I doubt it.
You'd have to have code that tells the game what to do after that specific research is finished.
In vanilla it just seems to unlock things.
You'd have to have code that tells the game what to do after that specific research is finished.
In vanilla it just seems to unlock things.
#139
General Discussion / Re: What adds to wealth, how much and how to keep wealth low
September 09, 2016, 06:35:07 AM
So do turrets account in a special way or is it just their building value?
I'm wondering if my spotlights are seen as turret defensive buildings in the raid calculation size. :/
I'm wondering if my spotlights are seen as turret defensive buildings in the raid calculation size. :/
#140
Outdated / Re: [A15] MBS Faux Rock Wall v1.0 - blend in with nature! (08-09-2016)
September 08, 2016, 06:04:32 PM
Reserved
#141
Outdated / [A15] MBS Faux Rock Wall v1.0 - blend in with nature! (08-09-2016)
September 08, 2016, 05:27:30 PM
Download link: https://www.dropbox.com/s/xskg5igzuq51awm/A15%20MBS%20Faux%20Rock%20Wall%20v1.0.7z?dl=1
Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=760281834
Description:
Adds buildable walls that look like natural rock. Completely blends in, links with other natural and buildable walls.
Otherwise functions as a regular stone wall of the same stone type.
Takes slightly longer to build and costs 7 stuff per tile. (As opposed to 5 stuff for a normal wall.)
Compatibility:
Should have no compatibility issues with savegames and other mods.
Current issues:
- For some reason the game puts Jade in the same category as stone, so it's available as a material option.
Credits:
- Ludeon Studios for the game and assets on which this mod is based
- Forged_Hero for his idea here https://ludeon.com/forums/index.php?topic=25824.0
Short version of license:

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
"You can do nearly everything you want, but must credit the original author and redistribute it under the same license."
I'd totally wanna know what you made and how my work might have helped you!

Changelog:
Version 1
- Initial release
Screenshots:


#142
Help / Re: Glower confined to some sort of range boundary?
September 08, 2016, 04:38:51 PM
Aw shit. Well, thanks. I'm a McGuyver level coder, so from what you tell me it will probably be a bit above my level at the moment.
#143
Help / Re: Value editing
September 08, 2016, 04:00:54 PM
You need the entire thing to change it. Otherwise, like you found out, it will think the edit you made is the ONLY data between the def tags.
That MFO found a way to override tags in defs without the need to define everything. Hence, it could be used for one mod changing parts of another mod.
I.e. you make an add-on patch for EPOE to not use it's new metals, but plasteel instead. Without having an entire copy of EPOE.
That MFO found a way to override tags in defs without the need to define everything. Hence, it could be used for one mod changing parts of another mod.
I.e. you make an add-on patch for EPOE to not use it's new metals, but plasteel instead. Without having an entire copy of EPOE.
#144
Mods / Re: [mod request] Buildable rock
September 08, 2016, 03:34:06 PM
You can build stone walls to block off the open areas.
That 'replica' should be do-able. You can make walls look as if they're made from something else in RL, so why not in-game?
EDIT: Something like this?
dud link
EDIT2: Here:
https://ludeon.com/forums/index.php?topic=25834.0
That 'replica' should be do-able. You can make walls look as if they're made from something else in RL, so why not in-game?
EDIT: Something like this?
EDIT2: Here:
https://ludeon.com/forums/index.php?topic=25834.0
#145
Help / Re: Value editing
September 08, 2016, 02:57:48 PM
You could check out Mod Friendly Overrides in the Miniaturisation Overloaded thread.
#146
Help / Glower confined to some sort of range boundary?
September 08, 2016, 12:33:09 PM
I've been messing around with light sources in various ways and one thing I noticed was that if you set the radius of a building's glow property beyond 24, the light effect will get these hard abrupt lines where it will just cease to exist.
As if the light is being confined in an invisible box, of different sizes, depending on the set size of the glower.
I can't make sense of where this might be coming from.
Anyone any ideas?
As if the light is being confined in an invisible box, of different sizes, depending on the set size of the glower.
I can't make sense of where this might be coming from.
Anyone any ideas?
#147
Bugs / Re: [A15c] Fire Doesn't Emit Light
September 08, 2016, 09:55:21 AM
Yeah, you could write code for it to spawn glower buildings on fire tiles but even in the most modest way I can think of, it would still be a huge performance drain. I think.
#148
Mods / Re: [Mod Request] More Lightning Furniture
September 08, 2016, 09:53:14 AM
My new updated version? Sweet! 
I've still got that outdoor lamppost mod on my grand to-do list.
It's based on Igabod's advanced lighting, I believe. Have permission and everything, just need to update it.

I've still got that outdoor lamppost mod on my grand to-do list.
It's based on Igabod's advanced lighting, I believe. Have permission and everything, just need to update it.
#149
Unfinished / Re: [A15] Rim-Magic Magic weapons,books,clothes and spells
September 08, 2016, 09:51:34 AM
Good work!
#150
Outdated / Re: [A15] MBS Spotlights v2.0 - light those foes up! (07-09-2016)
September 08, 2016, 09:02:01 AMQuote from: EldVarg on September 08, 2016, 08:47:01 AMThey're supposed to draw 550W when active. It's a powerful focused beam of light that throws it over quite a long distance, it's power hungry.
Cool idea. But you should raise the watt used to match vanilla lights. Yes LED takes less power, but then every light should have a LED version.
The 50W is for the 'automated sensory system' that scans for targets and points the spotlight on them. Since that is always on, it always draws 50W minimal.
Vanilla lamps draw 150W.
So what are you saying? You want the spotlight to draw less or more power when active?