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Messages - Kitsune

#211
Interessting, the new stuff.^^

Would like to help but i'm only in xml modding for now, i dont get the other coding. ;D

Thank you for your work by the way. ;)
#212
Hm i dont use the dev. mode so i dont know. ???
#213
Outdated / Re: [Mod] (Alpha 5) Machine Gun Nests
July 26, 2014, 04:13:00 PM
Uhm a little question, i'm not sure that its easy to answer, for the normal turrets i read that they "attract" more raiders. Is it the same with the machine gun nests?  ??? I think it makes sense if the answer is "yes" but i hope someone have made tests or something. :D

By the way, thank you for the nice mod. ;)
#214
Hope the best for your exams. ;)

Looks like i get soon new work for the compatibility side. ;D
#215
Hm in that situation i cant help. :( For me the problem only pops up with the try with colonist creater, i think the problem is within the code somewhere and for me i can only do compatibility work in xml files. I'm not even know how minami spawn the drop pods and the research thingy in the beginning. I hope minami can help you. :)
#216
@Eivind: I think it must be there, i think the general trader have it.^^

@Oragepoilu: I think its an mod incompatibility or an game error that out of nothing appeard.^^ What mod's you are using? For my part i have once an bug that had problems with pathfinding in the result of the same screen that we see on the screenshots that was postet.^^ So its not 100% sure if that error is because of "that" mod and an other error is because of "that other" mod. If you not already did, make please an screenshot. ;)
#217
Looks nice. ;D

Edit: Clutter got updated and with that, i updated my patch. Here you go. ;D Edited my signatur that the actual versions are always there. :)

Clutter - TTM compatibility patch

So far i tested no savegame compatibility but maybe its only me. :'(

Edit2: I looked at the floor's and i think maybe there are something wrong? :o For exemple, the carpets are somewhat useless, they dont increase the beauty of room's and i think wooden plank floor should be better as "neutral"^^ it say's "Wood plank flooring. For that warm, homey feeling." at least they need to have nicetiny. ;D Or is there something behind? To easy nice rooms?

And for the "fast move"-floors maybe an <pathCost>-1</pathCost> i think that will be nice, ;D

I attach the modifyed floor's on that post, if you have interesst, take a look. :)

Oh i looked at the core game and its the same. In that way... take my text as an... suggestion. ;)

[attachment deleted by admin: too old]
#218
In that situation, turn on the dev.mode and "cheat" it or take the situation and let the colony live on and watch they step by step get destroyed, muahaha. ;D

Edit: Got the permission for clutter, so here you go. ;D The main clutter mod is required. If you find any bugs or ideas for balancing say it. ;)

http://ul.to/erybyqj3

Machine Gun Nests are researched after worldwar and the addons are researched after modernwar, clutter items are researched after beautification schematics, bio technology and techs like hydroponic and metal synt. :) I put things that uses mutch metal after researched "metal"-research, it make sense. xD
#219
Quote from: 123nick on July 18, 2014, 05:00:10 PM
how compatible is this with other mods? like i know it will work,but the fact that other mods have the vannila-like research system, is it overbalanced? underbalanced? Overpowered? underpowered? stuff like that.

Its somewhat incompatible like that other mod's research projects dont really fit in the techtree of TTM. In term of balance i dont know really, in the most mod's they dont use the craft materials from TTM. I have made 2 mods compatible(dont testet really much^^) Machine Gun Nests and the Clutter mod. The Machine Gun Nest mod is attached on one of my last posts and i wait for the creator of the clutter mod that i get the permission to give my compatible version to the world, only to be sure to not draw angry mod creator to me. ;D

Edit: Oh yes, TTM is mostly not playable with other mod's that change anything in the mapgenerator.^^
#220
Quote from: Undecided on July 18, 2014, 02:41:51 PMAnother idea, maybe make oil deposits require a structure to extract, like an oil rig. That way the player can choose whether or not oil chunks will spawn, in case they don't use oil and don't want extra stuff cluttering the map.

If its possible to make it like mortars or the calltrader, an usable object for the colonists and say per use they get x amount of oil. I like the idea. ;D
#221
Updated the compatible Machine Gun Nest version. Here you go. ;D Its the full mod you not need to download the uncompatible mod. :)

So far i see i have integratet it in the research menü(after worldwar research and the addons for modernwar research) and changed the building materials to TTM craftet items. I dont balanced it or something like that, report if you see any bugs. ;)

Edit: Got an nasty problem. Its with the colonist creation mod. It works well but if i try to load an savegame i get an blurry colorful screen and lots of error messages. Here is an screenshot. :)


Befor the screen got black it looked like the screenshot from Spare74. For the clear say in my situation it was not an autosave and i tryed it without any other mods, only colonist creation and TTM&TTM event-thingy. :(
Quote from: Spare74 on July 17, 2014, 06:03:36 AMI've had this bug : http://goo.gl/YHPaVg
It happens some time when I load an autosave, I just need to load an older one.

[attachment deleted by admin: too old]
#222
In my test with 5 colonists it only spawns 3 drop pods. :)
#223
Tested and it worked, the only problem i have with the compatibility is that they plop out of nothing on the start.^^ No drop pods falling from the sky. But the pods and the research-thingy get spawned. But i dont fully know if thats not normal in the CCM mod. :o
#224
Maybe i can in a little bit time(after dinner-making) upload an compatible version of the machine gun nests and an "somewhat"-compatible version for clutter. The clutter version is... a bit hard(alot of text changes  ;D). I think i fixed the research menu so no clutter-objects from start on but they are builded with normal ressources and not from craftet items from TTM. But if i find enough time and motivation i fix that. ;) How i sayed, clutter UNCOMPLETE at the moment but if you like to look at it or play it right now. ;)

The folders are to big. :o I uploading it somewhere else.
Link deleted <- Clutter, compatible patch outdated
Link deleted <- Machine Gun Nests outdated, got updatet and i'm working on it.^^
#225
Quote from: minami26 on July 18, 2014, 02:40:55 AM
Colonist Creation Compatible MapGen.xml Here ya go guys a Colonist CreationMod Compatible MapGeneratorDef xml file.

Thank you for the compatible file. ^.^

Edit: Something dont work right. :'( I get the creation menu and the batteries but the drop pods and the research-thingy do not show up.^^ And i have to disable the TTM mod, close the game and enable the creation colonist mod and after that the TTM mod again, otherwise i get error window opend. Can i ask where the code is, that spawns the drop pods? How do it work?^^

Quote from: minami26 on July 18, 2014, 02:40:55 AM
Quote from: Kitsune on July 17, 2014, 12:14:23 PM
-snip-

Thanks kitsune

I'm happy to help.^^ If you not changed anything in the files i attached on my post befor, you can use them right away, if the "kill"item drop with the ground materials(wooden plank) are ok. ;D Was something new to look at the code of an game. o.o Beside Rimworld i only play games but with that game it draws my attention on the modding side. :o

Quote from: minami26 on July 18, 2014, 02:40:55 AMthank you so much for playing with TTM! :)

Its an really nice mod, i alway's like mods that make games harder or add new content. ;) Keep up the good work.