I have uploaded for Alpha 10.
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#121
Outdated / Re: [MOD](Alpha 10) Enhanced Fire Fight V1.1 (23-04-2015)
April 22, 2015, 11:05:25 PM #122
Outdated / Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Unavailable Now
April 22, 2015, 09:28:58 PMQuote from: Playbahnosh on April 21, 2015, 03:45:56 PM
-snip
Quote from: pestilenz on April 21, 2015, 07:00:33 PM
-snip
Still flooding ideas! This is good idea. I hope I can implement so fast. I'll remember this idea.
#123
Outdated / Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
April 22, 2015, 08:54:32 PMQuote from: Probe1 on April 22, 2015, 07:04:10 PM
I really like this mod but it needs an exemption for items being built on worktables. My haulers waste everyones time by taking unfinished shirts, statues, and other similar objects to a storage pile.
Ok, I fix it next version. Thanks!
#124
Help / Re: (Help)Stuck in doors
April 22, 2015, 08:36:48 PMIn RegionMaker:
Code Select
private static bool CheckRegionableAndProcessNeighbor(IntVec3 c, Rot4 processingDirection)
{
if (!GenGrid.InBounds(c))
{
RegionMaker.newReg.touchesMapEdge = true;
return false;
}
if (!GenGrid.Walkable(c))
return false;
Thing regionBarrier = GridsUtility.GetRegionBarrier(c);
if (regionBarrier == null)
return true;
if (regionBarrier.def.thingClass == typeof (Building_Door))
RegionMaker.TryMakePortalSpan(c, processingDirection);
return false;
}
NONONONO!!!
I found simple way! just add this line in xml code. Wow! I didn't know it is simple. It can be used refrigerator or other thing!
<regionBarrier>true</regionBarrier>
#125
Help / Re: (Help)Stuck in doors
April 22, 2015, 08:06:34 PM
I'm sure it is C# code problem. If it is changed thingClass to "Building_Door", then it works. I'm still finding.
#126
Help / Re: (Help)Stuck in doors
April 22, 2015, 06:06:26 PM
Did you check "WallLinkerDefName"? I think it spawned door position so it makes door always open. Or it override door so door consider as wall. It just guess.
Code Select
//Wall Linker Spawn and Destroy
public void WallLinker()
{
if ((childWallLinker == null || childWallLinker.Destroyed) && FrameActive)
{
childWallLinker = GenSpawn.Spawn(ThingDef.Named(WallLinkerDefName), Position);
}
if (childWallLinker != null && !childWallLinker.Destroyed && !FrameActive)
{
childWallLinker.Destroy(DestroyMode.Deconstruct);
}
}
#127
Outdated / Re: [MOD] (Alpha 10) Laser Weapons V1
April 22, 2015, 07:42:40 AM
I have made laser beam projectile. I hope you like it.
But I don't have idea for plasma gun's projectile.

[attachment deleted due to age]
But I don't have idea for plasma gun's projectile.

[attachment deleted due to age]
#128
Outdated / Re: [MOD] (Alpha 10) Laser Weapons V1
April 21, 2015, 11:52:28 PM
I have just tested your mod. I think you need new projectile. I'll make for you.
And I want Laser Cannon or Plasma Cannon. Its projectile is thick.
The projectile looks like:

It will be awesome if the cannon is added!
And I want Laser Cannon or Plasma Cannon. Its projectile is thick.
The projectile looks like:

It will be awesome if the cannon is added!
#129
Outdated / Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo V1.0b 22-04-2015
April 21, 2015, 10:43:35 PM
I have fixed bugs but it's not added new contents. If you engage in bugs or trouble, then you can avoid it by making forbidden cargo.
#130
Outdated / Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
April 21, 2015, 10:40:20 PM
I have checked compatability with this mod. It works and teleportation can teleport cargo.
#131
Outdated / Re: [MOD] (Alpha 10) Tools for haul. Backpack and cargo Version 1.0
April 21, 2015, 10:07:09 AMQuote from: Bucketsmith on April 21, 2015, 08:22:15 AMQuote from: Riftmaster on April 17, 2015, 01:18:03 PM
Mad idea generated.
*cough* https://ludeon.com/forums/index.php?topic=11367
I never got much feedback on that thread.
Congrats on the 'gold release' for your mod, BBream!
You could ask Shinzy or jabbamonkey for help with the graphics, they do some awesome work!
I'm glad to release mod. I hope you enjoy it.
#132
Outdated / Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
April 21, 2015, 08:05:04 AMQuote from: Canute on April 21, 2015, 07:53:09 AM
Why not combine both mod's ?
A mobile transporter plattform that replace/enhance the Cargo !
I'll check it has compatability with cargo mod. Then someone who want to use both can combine. If I'm done, I will notify
#133
Help / Re: Could someone help me fix this weapon problem?
April 21, 2015, 07:52:46 AM
You should add </HediffDefs> In end of Hediffs_Injuries.XML like:
I mean cytoboil's english meaning.
Code Select
<?xml version="1.0" encoding="utf-8" ?>
<HediffDefs>
<HediffDef Name="InjuryBase" Abstract="True">
<hediffClass>Hediff_Injury</hediffClass>
<displayWound>true</displayWound>
</HediffDef>
<HediffDef ParentName="InjuryBase">
<defName>Cytoboil</defName>
<label>cytoboil wound</label>
<naturallyHealed>true</naturallyHealed>
<painPerSeverity>1</painPerSeverity>
<painPerSeverityOld>0.5</painPerSeverityOld>
<comps>
<li>
<compClass>HediffComp_Treatable</compClass>
<labelTreatedWell>Restored</labelTreatedWell>
<labelTreated>Poorly restored</labelTreated>
<labelTreatedWellInner>Restored</labelTreatedWellInner>
<labelTreatedInner>Poorly restored</labelTreatedInner>
<labelSolidTreatedWell>If you see this. I fucked up</labelSolidTreatedWell>
<labelSolidTreated>If you see this. I fucked up</labelSolidTreated>
</li>
<li>
<compClass>HediffComp_Infecter</compClass>
<infectionChance>0.0</infectionChance>
</li>
<li>
<compClass>HediffComp_GetsOld</compClass>
<oldLabel>Old cytoboil wound</oldLabel>
</li>
</comps>
<injuryProps>
<bleeding>0.92</bleeding>
<canMerge>false</canMerge>
<fullyHealableOnlyByTreatment>true</fullyHealableOnlyByTreatment>
<destroyedLabel>Vapourized</destroyedLabel>
<destroyedOutLabel>Vapourized</destroyedOutLabel>
</injuryProps>
</HediffDef>
</HediffDefs>
I mean cytoboil's english meaning.
#134
Outdated / Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
April 21, 2015, 04:19:03 AMQuote from: cy-one on April 21, 2015, 03:50:09 AMThanks! I didn't know who love old tech. But still Haplo's teleportation is good idea. This mod inspire me.
-snip
#135
Outdated / Re: [MOD] (Alpha 10) Teleportation (V 1.10.0 / 18.04.2015)
April 21, 2015, 03:44:03 AM
I think this is better mod than my mod. I wonder why I make some old tech item like cargo and why I fix bug. *sigh* After finishing it, I try to do this mod.
