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Messages - Kitsune

#181
Quote from: Iwillbenicetou on August 26, 2014, 07:34:22 PM
Quote from: Kitsune on August 26, 2014, 11:53:09 AM
Hm dont know if its a problem with my installation, the slabbed and podbed have no textures or something? In the menu they are only big red X and if i click on them, the cursor changes to the normal "building" but with the two of them the cursor is an 4x3 bright zone but no texture or something. ???

It should work after you reload the save-same thing happened to me.

Ok, that fixed it. :D
#182
Quote from: Spare74 on August 26, 2014, 01:11:29 PM
I have a map without agave on it which make the early game hard cause i can't do the salad for early food :s

Did you play the heavyly forest map? They have no agave, its normal. :-[

Edit: Wow, phoebe killed me. :o Got the first attack with 1 or 2 enemy's, the second was a tribe with at least 10 people and the last, 10-15 pirates. ??? And i got only 1 new colonist from an slave trader, the first attack was ok, after that i got the 1 new and with the second attack i lost 1 and now with the last attack i lost 1, 1 badly wounded and the last given up. :-[ Thats it for that colony. :'(

Phoebe with "challenge" dont joke, she can kill you. ;D
#183
Hm dont know if its a problem with my installation, the slabbed and podbed have no textures or something? In the menu they are only big red X and if i click on them, the cursor changes to the normal "building" but with the two of them the cursor is an 4x3 bright zone but no texture or something. ???
#184
Found a little "bug", creating a medical supplie, it say's in the description in the right upper corner of the crafting window, "Create (1)Net. Ingrediens: ...." i think you like to change this to "Create (1)Medical Supplie. Ingrediens: ....". ;)
#185
Great minami! ;D

And again with the superior crafting mod, maybe i look into it but i promise, it not will be the work for a day and i dont know if i can do it but if i can, i make an compatiblity patch for it. :) But dont bite me if its to big for me. :'(
#186
Uh, the superior crafting mod looks nice for the first look but i think this will be a huge bit of work. :o
#187
Yay i'm playing at the evening after the way home. ^.^ One thing i can look forward that i go really fast home. ;D
#188
Quote from: minami26 on August 24, 2014, 09:50:53 AM
Awwwwww, don't be sad Kitsune! you can always make compatibility patches for other mods and new mods. Combining Clutter with TTM is a long time coming and you made me realize it's time to combine the mods. Thank you so much for your help Kitsune!

:-[ Ok but it was fun. ;D Maybe i found other mods that would be nice to have with TTM and work on them till you merge them again. ;D

Edit: Oh yes if you dont actualy thinking about it, make the clothes somewhat "useable", cremate them or trade them away. Because if you dont have something to manage the pile of cloth your colonists one day, drown in a ocean of cloths. ;) Somewhere it exists an mod that alow to burn cloths, maybe like to look into it?(At the actual day i never used the apparello mod so i dont know if it have a option for this^^)
#189
Quote from: minami26 on August 24, 2014, 07:22:50 AM
can everybody post if they want all the 'Hats' craftable? if yes reaches to 5 or more then ill make all of them craftable, else if *BIG FAT "no's" reaches 5 then they'll be collectibles as intended Huzzaaah!!

Huzzaaaaah!! Oh eh... i mean NO. ;D

Looking forward to this "best update". ;)

Edit: Hm i think with that update it's time to delete the patch files on my upload sites. :'( It makes me a little bit sad... ;_;
#190
Quote from: Saberia on August 22, 2014, 10:32:26 PM
Hello~ This is my first time to come here and ask for some help!

I'd like to ask what is the Incidents' name or where can I find it?

For example, "A mysterious blight has destroyed your crops." named as "CropBlight".

I really want to know what is the Incident name of

"You and your fellow survivors have safely landed into this RimWorld.

You are provided the [DropPods] that you have landed with and a [Compact Research Terminal] to start learning whatever you can in surviving out here.

You should try to $Deconstruct the [DropPods] and see if they contain any usable material.

Also the [Compact Research Terminal] is free to $Deconstruct if you want it to be transfered somewhere else."

This will really help me for TTM(Chinese) translation.

Thanks a lot!  ;)

Sadly its not in the .xml files, so i cant help wait for minami maybe he/she can/will say it. ;)
#191
Yay, good work minami! ;D Is the download on the first post the new version or you continue work on it befor upload? ^.^

Now with integrated compatibility patches, i have nearly no work. :'( Time to go on... searching for an new mod that needs help.*sniff* That makes me sad... it was a good time with you minami. ;_;
#192
Quote from: LuisMH on August 21, 2014, 03:12:43 PM
Hello!
I'm unable to download the mod through the Nexus page.
Is it possible to make it available in some other way, please?
Thanks

I upload the mod to my dropbox, you can download it there. Link in my signatur. :)
#193
My patches are free to use for everyone. ;D

With TTM you have to only ask minami, its his/her mod.

I'm only a little helper that makes compatibility patches for players. 8) I'm not an important person for the mod. :'(
#194
Quote from: Flemmi on August 20, 2014, 11:12:28 AM
I like the idea of a deeper techtree. but i think you overshot a little, all these new recourses need that can only be gains through very spezial and expensive needs, makes it realy hard to progress at all.

I am in a game at a point where I don't see a reason to research anything because i can't get the nessecery resources to build what i research.

The food changes however are good. The Recourses for that i was able to get.

And the new Random events are realy interesting and can really make me think what i want to do.

I think the main-problem with this is the dependence of the traders, if there is an expensive crafting-way to get the needed resources, your problem will be solved. The big problem with that is, this makes the trader somewhat unimportant or nearly useless.^^
#195
Quote from: minami26 on August 19, 2014, 08:27:46 AM
Discussion:

So I have obtained permission for most of the mods that will be integrated into TTM, one thing though.
About Clutter Mod: My idea is to take Clutter into its own Custom Tab in the Architect Menu and it will have its own Research which will take place on Beautification Schematics, then BS will then be replaced with "Basic Furnishings"

Beautification Schematics details will be for "Clutter Corp High-End Furnitures" which will need Fabricants from the Chronicler Machine in the Chronicled Artistry Research. I won't be using the Clutter's Turrets though only the awesome furnitures it has.

For me its ok. I think the "Basic Furnishing" fit it better but i suggest that the "Floor" research is in the same position because for my taste its somewhat strange that we have to research furniture first and after that floors. ^^ So i suggest enable floor research after "Rimworld for Dummies" or name "Beautification Schematics" into uhm... "Basic housing"? And after that the research for clutter as "Basic Furnishing". But again its only my taste and my little suggestion. :3

For the clutter turrets for the most time i dont use them anyway, i like more the turrets from TTM or the MachineGunNests. :)