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Messages - viktoria.s

#1
Quote from: Ykara on August 29, 2016, 06:56:57 AM
But there is more! For one and a half years you guys have constantly been reminding me of how much you dislike the number of new workbenches, so I sat down and thought about some ways to remove one workbench. I didn't want all the recipes on two tables, and I wanted the basic prosthethics table to remain a sperate workbench. So i settled for merging the two high tech benches, the synthetics and the advanced bionics ones. I hope that's what you had in mind!

To be honest I don't quite like this change. My preference is to have  4 workbenches:

  • basic prosthetics workbench just the way it was in alpha 14
  • bionics workbench with the bionics and the advanced bionics recipes
  • simple prosthetics workbench just the way it was in alpha 14
  • organ workbench with the surrogate organ workbench and the synthetic organ assembler recipes
In my opinion it is more logical because in this way it is more easy to find the recipe you are looking for: if you want a bionic body part you go for the bionics workbench, if you want to create an artificial organ you go for the organ workbench.
But anyways this is a great mod  ;) and I really really love it  :) :) :). Thank you for all your hard work.
#2
Quote from: Haplo on August 01, 2016, 02:46:23 PM
Update 0.14.5:
I've updated all files because I've rebuild the assemblies against the newly released alpha 14e.
I'm not sure it really was neccessary, but as it was recommended, here it is. The new version :)
Will you please upload these to NexusMods as well? (I prefer download it from there instead of mediafire.) Thanks in advance.
#3
Quote from: Grimandevil on March 23, 2016, 02:26:14 PM
Quote from: Orion on March 22, 2016, 08:29:46 AM
RWAutosell is not actually sending trader groups on the map. That's the Miscellaneous (+/- MAI) mod. And that one is indeed not compatible, as far as I know.
dunno, i was using both together for a long time and everything seems fine. cant remember exact load order right now, but can confirm later if u want.
I am using both too. And for me there are no problems too. In my mod load order Vanilla Enhanced comes first then hospitality. For me weird visitor behaviour occurred when two visitor groups had arrived to the same guest room. But the second could not really reach their destination because the first group was occupying the room (I guess). But it was in an earlier version of Hospitality.
#4
Hi,

I love your mods. I played with the caveworld flora mod and I also used T's more floors mod (http://ludeon.com/forums/index.php?topic=4373.0). And unfortunately the cave plants grow on the rough paving floor. But it was easy to fix: if the CavePlant class's IsTerrainConditionOk is something like this:

public static bool IsTerrainConditionOk(IntVec3 cavePlantPosition)
        {
            TerrainDef terrain =  find.TerrainGrid.TerrainAt(cavePlantPosition);
    if (!terrain.layerable && terrain.defName.Contains("Rough"))

            {
                return true;
            }
            return false;
        }

then the problem does not occur.
And one other thing could you make the caveworld plant s growth depend on the biomes definition? I have played on the Ice sheet biome and there are no plants in the biome definition. IMHO it would be great if the cave plants wouldn't grow either.
#5
Quote from: Orion on February 01, 2016, 10:03:25 AM
Quote from: viktoria.s on January 31, 2016, 01:19:41 PM
Is there any ways to download the source code for this mod's assembly? (I have an idea which I would like to try that's why I am asking.)
It's included in some of the versions. Until the next version is available, you can download it here.
Thank you very much  :)
#6
Is there any ways to download the source code for this mod's assembly? (I have an idea which I would like to try that's why I am asking.)
#7
Hi,

I got the following error message:
System.NullReferenceException: Object reference not set to an instance of an object
  at MapGenerator.Genstep_CreateBlueprintVillage.TryGetRotationFromBuildingData (MapGenerator.MapGeneratorBlueprintDef blueprint, Int32 itemPos) [0x00000] in <filename unknown>:0
  at MapGenerator.Genstep_CreateBlueprintVillage.MakeBlueprintRoom (CellRect mapRect, MapGenerator.MapGeneratorBlueprintDef blueprint, Verse.ThingDef stuffDef) [0x00000] in <filename unknown>:0
  at MapGenerator.Genstep_CreateBlueprintVillage.ScatterBlueprintAt (IntVec3 loc, MapGenerator.MapGeneratorBlueprintDef blueprint, Verse.ThingDef& wallStuff) [0x00000] in <filename unknown>:0
  at MapGenerator.Genstep_CreateBlueprintVillage.ScatterAt (IntVec3 loc) [0x00000] in <filename unknown>:0
  at Verse.Genstep_Scatterer.Generate () [0x00000] in <filename unknown>:0
  at Verse.MapGenerator.GenerateContentsIntoCurrentMap (Verse.MapGeneratorDef def) [0x00000] in <filename unknown>:0

I am using the Miscellaneous VanillaEnhanced version of the mod. And I have noticed the rotationLegend in the tutorial xml file, but not in the actual supplied blueprints xml file. (The tutorial mentions that that data is optional though...)
Thank you for any help in advance.
#8
Quote from: Kolljak on October 12, 2015, 12:12:30 PM
Oh would this be to op? Glow in the dark flooring. or floor lights.
There are already a floor lights mod here: https://ludeon.com/forums/index.php?topic=9103.0. IMHO it's quite cool  :).
#9
Hi,

I wanted to try this mod so I have updated it to alpha 10. I tried to match the definition to harmonize with the alpha 10 style of growing plants. (For example I made the grape wine take more time to grow, because in alpha 10 everything grows more slow.) I didn't tested it in a long game play, but I hope it works OK. I have attached the updated mod.

[attachment deleted due to age]