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Messages - Kitsune

#196
I sadly dont know how the oilthingy work, it spits out an amount of oil with a few stacks but i think it uses maybe how i sayd the normal respawn mechanic like the supply drops and because of that its forbidden or what i think more that minami set it automatic forbidden because your colonists run across the map to collect the oil and you have to manualy forbidd all oil you dont want. I think its the better solution to forbidd all and manually pick the oil you want.^^ Its a bit more work for the player but i think an better solution is only an building that produce oil and have to be build on top of an oilthingy. :) I dont know how to write this building otherwise i had written it myself long ago. ;D

Edit: And no problem for the update, if you find any bugs, say it and i trie to fix it. ;D With the door its not an "bug"... i only forgotten it. :-[
#197
Quote from: zenkmander on August 18, 2014, 06:42:34 PM
How do we craft the Compact Battery? It says the WorkStation but I don't see the option. Does it require some late-game research?

I think you have to research the makeshift contraption.

Quote from: MasterHooDie on August 18, 2014, 10:14:18 PM
Something may have messed with graves? Bodies are able to be pulled back out of the graves and had to be marked as forbidden. Also, the clutter patch allows the Reinforced Metal Door from the start. Oil also has the forbidden red x even if not forbidden.

For the graves maybe you have forgotten to disable "allow buried corpses" in your stockpiles, if its enabled your colonists buried corpses and right away take them back to stockpiles. ;D The Reinforced Metal Door is already fixed, please redownload.^^ The forbidden red x is intended, i think, so you can controll what oil your colonists picking up and not run across the map and collect ALL oil. ;D Also i think its the same spawn-mechanic what is used for crashing supply pods, the thingy's from them are always forbidden.^^

Quote from: DaPieGuy on August 18, 2014, 06:05:30 PM
I have played this for a while and I haven't had a single raid yet, I've been playing for about 5 in-game months now. Is there a mod that would stop it working when its on with TTM or am I missing something?

What mods you are using? :)
#198
The drop pods and researchthingy spawn alway's in the direct center of the map, if there is an mountain, the drop pods and researchthingy vanish. :( Minami sayed its because how the spawning of the colonists and all start items is handled in alpha 6. I think its a lot of work to find the problem here or maybe its impossible to "fix" it in this release, so maybe with time or an other rimworld release. ;)

I think the best way to start the game, at the moment, is play in an flat map, lesser mountains, smaller chance of vanishing stuff. ;)

@sidfu: That makes me happy that it is now better. ;D
#199
Quote from: sidfu on August 18, 2014, 04:50:35 AM
kitsune can u upload the compatitly paches somewhere else. that site only allows 1 dowload a hour so takes 3 hours to get all 3 of them

Any suggestions? I uploaded it there because i often used uploaded for myself. ;)

@Jonesh: I'm happy that i can do something, i wish to do more but my limited understandings with coding i can only do compatibility patches. ;D

Edit: For first quick light solution i added dropbox, i hope its better. :)
#200
Updated my patches and added the embrasures to my little list of compatiblity patches. ;D
#201
After the testing and release of the new update and update of my compatibility patches maybe i look and make embrasures compatible too. I also use them. ;D
#202
For my taste the kitchen equipment is good as it is.^^ I think with the unpowered cook stove, its for the start not for "mid"- or "end"-game. Its the same with the power buildings, are you building the little solar collectors after you are able to build the bigger version?

I dont know how deep modder can go into the code and engine of the game, if not so deep i think a life cycle for colonists and season are an thing they cant do because it's not possible at the moment. ;)
#203
Sure i help as much i can. :D *throw pm to minami*
#204
After TTM is updatet for alpha 6 i make my clutter and machinegun nests patches no worry. ;)
#205
Quote from: Colonist51 on August 07, 2014, 11:52:10 AM
I tried it and so far it works like a charm! :D Two of my favorite mods can finally co-exist with each other. Thanks! :)

Happy that it work now, can it be that the problem was that CCM was loaded befor? I think that i have tried as the next solution but minami was faster. ;D
#206
Trie the file i attached here. :) Copy the file and go to the folder below.

CCM folder->Defs->MapGeneratorDefs

Paste the file here and overwrite, i hope this solves the problem. Oh yes make it sure you use the normal and not the "mapgenthingy.xml" from the seperate compatibility patch(for the easy way redownload TTM). It dont work but the new version and text what minami postet works, at least for me. ;)

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#207
Can it be that you disable "core"? You need it, its the game and all, no core no menu no game. ;D
#208
Uh shiny new features. ::) Time to hug and squeeze some muffalos. ;D

Hm but first i have to look at the files. :)

Edit: As far i see my compatibility patches work with the new version without and update. :)
#209
I'm happy to help. ;D

Ok, so i'm totaly looking forward to cute fluffy muffalo's and hug them to death. ::)

With the x0 Problem i think with the filth its not a big problem, dont know if its important that they have the count 1 but with the chunk thingy's also you have forgotten the <leaveResourcesWhenKilled> in the building_survival or is it enough to have the <leaveResourcesWhenKilled> in the buildingbase? ???

I have to say, i have not tested the parts with the x0, i have first looked at the code befor i have started playing. ;)

Edit: Hm i tried it and ok, im wrong, its not needed to have on every "building" the leave resources. So forget what i sayd. :'(

Edit2: Oh i forgot, the mods i wish to be compatible with TTM, clearly MachineGunNests and Clutter, for no other reason i have made them compatible for TTM. ;D And what would be cool are the "big mod pack" but i think there are an other research mod that aims to be integrated in the mod pack, so i dont know if thats good and all. ??? Otherwise, i have no direct mod's that i prefer, i take what i get. ;D
#210
Wuhuuu shiny new update. ;D Thank you for your work! As i have time i look into it and working on my compatibility patches.

I like little fluffy cute muffalos, want to hug them. ::)

Edit: Good new's, my compatibility patches are working so far without new download. :) As always if anyone found a bug/problem with them, say it to me and i fix it.

Edit2: @minami: I think you missed in the decoration file the  <filthLeavings> for slagrubble. Its there but it's count 0. :) And in the building_survival are a few of the same x0 problems but not with filth, there are the chunkslag with count 0.^^