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Messages - donoya

#31
Outdated / Re: [A12] Dragons(v0.12): The Awakening!!
November 04, 2015, 10:59:19 PM
I have an idea for the poll you have up: dragon breeding.
#32
Outdated / Re: A12D: Hardened Mechinoids
November 04, 2015, 10:57:56 PM
I have a suggestion for the poll you have up: dragon breeding. I know it's a big thing to ask, but I feel as though such a feature would be epic.
#33
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 03, 2015, 11:16:47 PM
If I wanted to add the mods: SCA11Core, Bunker Tech, CompletTechSolution, the other mods listed on the bunker tech forum page, and miscellaniousHiRes, how should I arrange them order wise?
#34
Out of curiosity, how easy is it to update mods from alpha 11 to alpha 12? Judging from the speed at which some of these mods have updated, I would imagine it's really easy. Also, is it allowed for someone like yourself to make an updated version of the mods just for your modpack? And finally, I know alpha 12 just came out about a day or two ago, but I would appreciate it if you could make a frequently updated way to see what progress is being made with regards to updates, bug fixes and original content. It could be a web of projects with indicators telling what stage that project is in (idea, working on, finished, or postponed), or it could be a changelog that lists progress on the next pack version(s) as well as what was worked on in previous versions. I just want something to tell me how soon the next update will be and what to expect with it.
#35
Unfinished / Re: [WIP] Signals, you can't stop them!
August 15, 2015, 06:10:41 PM
I like the direction this mod is going. Is it compatible with A11d, yet? And I realize it's still WIP, but I'm totally going to try it so long as it's compatible. And what are your plans for integration.
#36
Two things: firstly, in order to reduce the amount of confusion, you should try updating the first post, and secondly, how do I make the glass frames? (not the reinforced ones) I've tried looking in just about every workbench (not all) I can make without them, but I haven't found it yet. I've only gotten as far as I have in the crafting because I used prepare carefully and added them to my embark. And one more thing I forgot to include: I'd strongly recommend making wild animals when they go berserk attack other animals, too and not just make a beeline towards your colonists when it was the wildlife that hurt them. Or just make it so that animals won't attack other animals in the first place. Thanks.
#37
I ran into an issue while playing your modpack. For some reason, my colonists will rarely finish a construction order and when attempting to prioritize it, it didn't come up with an option to do so. I know that I enabled it for my colonists and I have multiple hammers available. it just won't get done. Do the hammers just have to be in a stockpile? I know that they don't have to be in order to put the materials in it. Is there any way that I can work around this until it's figured out, or do I just have to wait for a fix. Also, the graphics glitch out whenever I load my colony a second time and make the game completely unplayable. This happened all three times I made a colony and re-entered it. It would be greatly appreciated for a fix to be up as soon as possible.
#38
Well then, I was actually pondering on if I should do modding for rimworld, and so long as it's not too big of a hassle (like if there's a big list of restrictions/ required skills (as I'm not the best with digital graphics and if there's something I really don't want to do, I tend to rebel when not given another alternative)), I would like to join your team of coders (I have had some experience with java and have at least understood some of the lua and C++ that I came across. I know how to convert binary, hexadecimal and decimal numbering systems (although I don't think that matters). Also, if I do, do I need to give any personal information or am I allowed to remain anonymous?
#39
Quote from: 1000101 on August 06, 2015, 03:20:38 PM
You can do direct cross-throughs with underground belts, surface belts you can cross-under with an underground belt.

The merging of item stacks on belts is something which has been in the back of our minds (noone, TehJoes and my own) for a while but is a low priority.  It's something that will "one day" get implemented though.  :P

As to everything else, those would be good as separate add-on mods.  A2B is about conveying goods, not production but those are some good ideas.  :)

Well, it's good to know that at least some of my ideas will be implemented. Is there any specific individuals who might be able to make specified production machine a reality? It's kind-of hard to tell if the "addons" are only made by you and your team, or if anyone is able to make an addon for your mod. Should I just ask anyone willing to do it on the mod request forum, or should I ask someone specific (such as yourself) via private message(if that's even a thing here)?
#40
     I realize that you don't want to make this a big mod, but I would like for the belts to have some way of automatically crafting. Maybe make an expensive item that you place in the work spot for the bench and it will slowly craft stuff that you have ordered to be crafted in that workbench. The only alternative method that I can think of is to make an assembling plant for each workbench or- if that's too overpowered or difficult to code- one for each recipe. I personally think the first choice would be way easier. And if it uses a specific crafting level to determine the speed at which it crafts, I would imagine that it would be easy to add a configuration option for different users. Of course, the machine being able to be placed in a spot blocked by the crafting apparatus could be quite tricky to code, so if you can't do it, I don't blame you. I just really want to make a working factory, and I feel like since your mod already has the belts to automatically move things from machine to machine, it should also have a way to use them, too.

     Also on the suggestion list: crossover belts, stack seperators (which splits stacked items similar to how the splitter does except with one item on the belt being split up instead of one stack is sent one way while the other stack is sent the other way (this might already be what your splitter does as I haven't used them that much, in which case, make one that does what the other one doesn't)), stack combiners (which stops one stack and waits for another of the same kind to arrive (in the event that two different items show up, make it unstop the first one and instead stop the second one)), a whitelist belt which stops when the specified item is not detected, and a blacklist belt which allows everything but the specified item through. Also, a variant of your belts that automatically stop consuming power when an item is not currently being transported would be nice, too.

     Sorry for the length of this post. I just wanted to get my ideas out there and hopefully make some of them a reality.