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Messages - skyarkhangel

#496
Updated to 1.9a: Headhunters



Changes:
- Added Miscellaneous Animals
- Updated Hospitality to 11b.
- Reworked production chain with sand and rubble. Added a recipe for a make sand.
- Added a wire .. (wiring). 1.8 A new component of the production chain.
- Fixed cost for buildings in Vegetable garden mod .. (oven, etc).
- New unique industrial chain for manufacturing long range weapons.
- Concrete fences will no longer create the roof.
- Added the ability to make a wall from reinforced concrete. Gets really strong but expensive :)
- Fixed rates of beauty at metal parts.
- Added icons for all new categories.
- Fixed "Shooting range". in 1.8c colonists refuse to train, wo "training bullets."
- Fixed a market value of microchips.
- Removed volume x20 for gold.
- Fix the option display for plants with SeedPlease, and without it.
- New release Seedplease.
- Redesigned Darkness mod. At night, no longer so dark and you can see everything.
- Updated MD-mods to 11b
- Added updated MD-droids.
- Returned crazy animals from Alpha 10.
- Temporarily removed FishIndustry.
And other changes..
#497
Outdated / Re: [A10] Seeds Please! (V1.1)
July 10, 2015, 12:05:13 PM
Quote from: Leucetius on July 10, 2015, 10:58:03 AM
SeedsPlease 1.2 - A11b

P.S.: I played a month long game with nothing but this mod. No bugs. Plants were sowed, they growed like I expected them to they were harvested and - not always - spawned one or two new seeds. These got hauled to a stockpile and stacked correctly. No "15 cells stockpile with a handful of seeds of the same species in each cell". Also every stock plant worked fine.

Sounds great!  :)
#498
Quote from: skullywag on July 07, 2015, 02:30:52 PM
Floors are incoming, not really anything that effects this mod in the A11 changes itll just inherit the removability by being a terraindef, I just physically havent got around to it yet. Its on my list though and will definitely be updated. :)

We are waiting :)
Please, update OmniEvents too.
#499
Quote from: Canute on July 09, 2015, 02:46:42 PM
QuoteNow I collect thoughts.. about tree research. To make it easier for new player.
Is this now the hardcore mod or not ? :-)

at that moment there are too many not important researches in the game start that knocked thought player. I think it's one of the reasons why are not a large number of players playing in Hardcore SK.
#500
Quote from: alatar on July 09, 2015, 07:31:56 AM
Plase do something about marine ghillie overalls, every TRIBAL raider have one lol...

Okay :)

Quote from: Delekhan on July 09, 2015, 12:45:00 PM
When I harvest crops and my pawns take seeds back to my stockpile, the 5 seeds they're carrying become 1 when it's placed in the stockpile, or on another stack of the same seeds.

Yes.. still something wrong with seedplease  :-[

Quote from: Batpeter on July 09, 2015, 07:38:02 AM
skyarkhangel, this is amazing work. Best mod pack ever!
Do you have an indication on when 1.8d will be released? Sounds very promising and i want to start playing Rimworld again.

Some part  with the additions and fixes are already done. But.. I too often update, players don't have time to play.. when coming next update  :D
Now I collect thoughts.. about tree research. To make it easier for new player.
#501
Quote from: projecttemp on July 08, 2015, 10:12:17 PM
Since i have been using your mod for a while, i guess i should point out some problems i found.

1. Certain work bench still have size of 1x1 when it is 1x3(specifically the EPOE ones)
2. Seeds are still kind of broken specifically when you save and load, the genome string disappeared(the data appeared to be intact)
3. Seeds genome are compared wrong, hence they do not stack ".genome.Equals(genome)". That there is not how you compared object, used the function it have ".genome.SameGenome(genome)"
4. Reinforce concrete cannot be made electrically?
5. Reinforce concrete should really be mixed in the concrete mixers
6. Certain plants still cannot be grown with seeds enabled, like watermelons
7. Strange artifact from misc gives error because it lack grenadier def
8. Shooting range require training bullet to be defined
9. Fish industry needs to be updated completely
10. Certain parts do not have their original beauty modifiers
11. Advance microchip appears to be way to cheap when buying, it require 5 electronic chips, yet it only cost little more than double cost of 1
12. You should make some icon for the new thingscatagories your created, they are all red crosses right now

Those are some of the things i found, i will let you know when i found more

Big thanks, most of this fixed.
#502
Quote from: Eclipse on July 08, 2015, 06:50:50 PM
Can anybody help me? I've been playing rimworld for a few days now and so I tried out this modpack. The only problem I have with it is now when I try to select which type of material to make something out of by right clicking it, nothing shows up. I keep getting a message at the top that I don't have the materials to build it and all I'm trying to do is to select wooden walls and wooden beds to build. I'm pretty sure it's EdB's UI mod causing this but I don't want to disable it.

in 1.8 for most of buildings required parts as new stuff. But for walls work old type with bars.
#503
Quote from: Uglyr on July 08, 2015, 05:16:12 PM
Quote from: Enjoyment on July 08, 2015, 04:08:37 PM
Why the heck Nexusmods knows about 1.8c, and Ludeon Forum doesn't? Not cool, man, not even close to that... >:(
He just forgot to update text. The link is for 1.8c

Yes. But thanks for reminder. Corrected. Now i'am realizing new unique crafting system. You had never seen it before  ;)
#504
Already done, to update 1.8d:

Reworked chain production with rubble and sand. Added recipe for sand from rubble.
Added wires. As new component 1.8 realproduction crafting system.
Fixed cost for buildings from vegetable garden mod (eg.. Oven)
Unique weapon craft system.
#505
Update: 1.8c with seedplease fix by Latta
Works in new game.
#506
Quote from: ahsifs on July 06, 2015, 09:55:04 PM
Hey all,
another issue, im trying to make cotton in a Powered hydroponics station but it wont give me the option to create cotton, i have 200 cotton seeds. Help please?

it' a bug with seedplease.. 1.8a I don't know how this bug came, because i fixed it before. In 1.8b seedplease would work fine with full  options. Already tested. Update in a few hours!



Updated to 1.8b

1) Revised costs for three dozen buildings, tables and furniture.
2) Support of energy savings for most tables. It works well with laser and plasma turrets too.
3) Update Miscellanious.
4) Update Crush Landing.
5) Update Seed Please. Now working fine.
6) Update Pawn State Icons to 11b.
7) Fixed rus translation.
8) Added the change color for floor lamp, and lightpanels.
9) Fixed all the training structures.
10) Added biogenerator, working on bio-energy produced from the beans, as well as from the bad dead people...
11) Update Industrialisation to 11b.
12) Update Rimfire to 11b.
13) Fixed glassworks tables.
14) Droids  temporarily removed.
15) Recipes for carbon, uranium, vacindium parts now works only on electric assembly table.

-Re-update pawn state icons
#507
Quote from: Canute on July 05, 2015, 07:12:23 PM
There are 2 Glasswork table.
At the one i can just made glass, at the other table glass + reinforced glass.
And i don't researched Reinfored glass yet.

Ok this maybe is for the auto-hunt beacon thread, but maybe you can fix it too. The harvest function don't work on mushrooms.

Fixed glassworks. Can't to add caveflora plants to auto-hunt beacon :(

Quote from: DaLosar on July 05, 2015, 08:24:27 PM
The only thing I missed so far was the Seeds Please mod, its not working properly ATM (at least not here).

Did its original author stop updating it? Will it be updated for this pack? I asked because I think crops are overpowered in the base game and I feel Seeds Please works well with this mod's difficulty.

Also, I'm not sure if it is a bug, but I cant see rest effectiveness modifier for some materials. I can see for bamboo and wooden parts for example, but not for steel parts. Also, wooden parts state a rest effectiveness of 129% and a wooden bed has a rest effectiveness of 103%, I'm not sure if that is intentional or not.

Seedplease update in 1.8b. Big thanks to unofficial update by Leucetius
Thanks for bugreport.. I forgot to specify rest effectiveness modifier for some new materials.

Quote from: Canute on July 06, 2015, 01:31:30 PM
Sand sand sand !! Need more sand !!
My stockpiles are full of crushed stones, but i never got any sand on the stockpile's.
Need more sand out of crush stone recipe, i also notice you don't get sand out of the Make stone blocks from the Mashining table only from the stonecutter table.
But i think best solution "Make sand" 5 crushed sand -> 10 Sand for the Mashining table.

And i notice "make reinforce concrete" is only availbe at the Stonecutter table not at the Mashining table. Ok i don't know if you can made Reinforce concrete at some other table, i don't see any recipe so far.

There is a second (or first) industrial cooler availble before you got the Temperatur control researched.

One man talk another, that there are too many sand, please do more crushed stones  :o
Other suggestions - done.

Quote from: Uglyr on July 06, 2015, 03:18:47 PM
Quote from: skyarkhangel on July 06, 2015, 12:40:55 AM
I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability  :D
Hmm... Was 1.8b released? I don't see any link.

In next hours.. because need some updates.
#508
Outdated / Re: [A10] Seeds Please! (V1.1)
July 06, 2015, 08:38:03 PM
Quote from: Leucetius on July 06, 2015, 05:45:40 PM
Edited the Source - replaced method calls changed since the release of SeedsPlease 1.1 and little other stuff - like editing the Def.xml for the new graphics stuff (<graphicData></graphicData>).
Disclaimer: I'M NOT A PROFESSIONAL PROGRAMMER. Nor am I 100% firm with the RimWorld source. But the thing works at my end (only mod)...the pawns even go to the field for sowing now.

PLEASE report bugs and me or someone with more knowledge tries to fix them.

Dropbox Link

Great work. All works fine  ;)
#509
Quote from: Uglyr on July 05, 2015, 04:26:14 PM

I found a solution to the problem of automatic power shutdown. So... in 1.8b all tables can work with this ability  :D
#510
Quote from: Canute on July 05, 2015, 06:44:22 AM
Some mid range, pretty cheap to craft (cloth + steel(bar) ) armor.
Just to bad all attacker looks like Marines now.

Soon I'll work with Marines. Сurrently busy with modpack.