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Messages - soltysek

#61
Mods / Re: Mod Request: Item Break Down
April 14, 2015, 03:31:20 AM
yeah only work around can be  create " recycled material " and strip all to this one material as a balance factor recycled material is poor quality and you will create only low stat apparel whit it . whot about other factors you point you will need to write new jobdriver to point to pawn look around map for right indigrents whit this and this properts and new Ibill tab to put factor options , as for me its over my posibilites ;)
#62
Mods / Re: [Looking for] Blast Doors
April 14, 2015, 01:38:26 AM
I thing i have some TTM source i will see later and mayby i will take it out and updating .
#63
i know i just point that mods are geting biger and game is growin needs of opti will be need in future especialy for old spec pc users

1000101 I pm you yesterday did you get it ?
#64
Mods / Re: [Looking for] Blast Doors
April 12, 2015, 03:40:23 PM
Its outdate but you can take it out from and update for personal use and share
#65
Help / Re: Recipe using electricity
April 12, 2015, 01:26:49 PM
yes thats true reading other code will learn you coding and lang much faster then any tutorial and you will precise practic while traying put mod code together
#66
skullywag - thx for info in this way its childis easy .

1000101 - its a one way to do it but its have strong minus one more RareTick() event more .imagine ther is 10 mod's that make it same way and checking 50 reserch each so every 250 Tick() you get 500 if's ... beter is to call Class on EventBase like  IsLoading or ResearchIsFinish . Minecraft big mods/modspack have this problem : lag spikes , Fps drop .
#67
research mod adding recipe to "work_table"  is save compatible ? I mean after game load is puting recip again or you neeed to custom exposedata() owerwrite on worktable  ?
#68
Rewrite for me exacly whot you mean mayby i will help you , BTW "craftings" product amount are base on skill under 10 will lower base over 10 will rise base. 
#69
Help / Re: Recipe using electricity
April 12, 2015, 07:47:59 AM
Rina yes its only posible in dll and achive this will be kinde tricky , first you need to code new jobdriver  and jobgiver then you need to hook to bill event and make conditional pawer consumtion on recip active each recip need to be hard coded , good sample of it is Minnig & Co deep drill its but thej do not need pawn on work so you need to recode it preety alot only way to learn how it is can be dane , is to decompile whole game and start studing  class by class when you catch whot i what you are ready to go . (small problem pawns and job/bill are protected class decompile like mess but with some practic still readable ) .

One word : Good luck alot of patience and time im overiding reserch system for last 12h of coding and i'm still in big s**t.
#70
Unfinished / Re: (WIP) TLM - TheLittleMod
April 10, 2015, 02:18:31 PM
Yea  TLM_Minning as for today have only resdefs :( its expansion to TLM_Common and realy its all on very early alpha stage i update it every day so soon there will be more much more .
#71
Unfinished / Re: (WIP) TLM - TheLittleMod
April 10, 2015, 01:38:55 PM
Update Alpha 1.041 :

- Ore generation get improved now support research from TLM_Minning .
- 3 tier of vein yield (low - medium - high) 3 research :
   + Prospecting I and II lower chance for low by 10% each .
   + Surveing I raise max yield of high by +5 in vein  .
- Ore details Spread sheet of drop chance and amounts (green done , yellow soon) .
https://docs.google.com/spreadsheets/d/1rO3FAtsqReQtyK5Tnr99xa6hMmFK3d6BOyhSVRAowe8/edit?usp=sharing
- Some minor bugfix .

To Download from git .

TLM_Minning also on github here : https://github.com/Soltysek0383/TheLittleMod_Minning

They are downloable from git right now .
#72
Mods / Re: [Mod Request] More Ways To Get Colonist
April 10, 2015, 10:08:26 AM
Intresting sugest mayby i will put something in my TLM mod set .

Cheers!
#73
Unfinished / Re: (WIP) TLM - TheLittleMod
April 10, 2015, 10:04:20 AM
Mod name is a kind of ironi :P
#74
Mods / Re: Mod Request: Creep (Starcraft)
April 09, 2015, 12:07:46 PM
The problem with creep is that you cannot build on it whot will req. write a DLL for every vanila structure and over write orginal content i do not say its inpasible but will req. rewrite around 1700 xml file , its just alot of work :P
#75
Mods / Re: Art Modifications - Resources
April 09, 2015, 11:31:44 AM
I'm looking Artist for TheLittleMod - unfortunetly i can handle code moding but i hit a wall - texturies ! So any one that intrest join in creation of gigantic mod i made will be welcome :) pls help ! :) 

Some information about mod you can find in WIP thread of this forum more info i can provide on PM .