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Messages - AshbornK9

#46
Quote from: kaptain_kavern on August 15, 2016, 10:19:55 PM
@Skyarkh : I noticed that 4 mods are set to inactive in the ModsConfig.xml files provided. Is that on purpose ?
As I recall they are just optional mods that Sky didn't think all players would want to use, but still included them for those who did, but not by default.
Quote from: x3nit on August 15, 2016, 10:35:45 PM
I have a question, where is the best place to report bugs ?
Posting on here or messaging Skyarkhangel directly would probably be best.
#47
Outdated / Re: [A14d] Project Fallout v1.2c (New fix)
August 03, 2016, 10:52:10 PM
Quote from: Noble_Hawk on August 02, 2016, 03:24:05 PM
Quote from: sefin_88 on July 31, 2016, 11:20:23 AM
Im having small issue where some of the pawns have pink squares around them when Raider Power armor is equipped.  This doesnt happen all the time.  Some times raiders will have the pink square, other times they wont.  I can confirm its with the power armor cause when I take it on and off it effects it.  I cant seem to figure out why though.  Like I said its only on a few pieces of Raider armor and not all of it.

I've definitely noticed this happening too. Seems to trigger when a pawn equips the raider power armor while also wearing other pieces of clothing.





Additionally, I'm really loving your mod and Fallout has always been my favorite setting. I had some questions and suggestions if you don't mind answering, since I'm really interested in this mod growing to legendary status :D

First, are you planning on adding a setting that can turn off all non-fallout items, crops, factions, events, and whatnot? I think it would be excellent for that to be something you added later on down the line, since having a charge rifle, some mechanoids, and a psychic ship come out of nowhere is more than a little immersion breaking.

Second, are you planning on adding a fallout radiation mechanic? Something like an additional part of the pawns health tab that slowly grows from certain actions/situations, has some negative effects as it increases, and can be dealt with by doctors with radaway/whatever they can jury rig?

Third, are you planning on adding fallout themed events, and to what extent? (For instance, being attacked by the BoS if you're not on good terms with them and have a lot of tech in your settlement)

Fourth, are you planning on adding robots for both utility and combat, and will they be construct-able? (good god I would kill for a mister handy or three to keep my fortress from being a mud and blood filled mess right now)

Fifth, this relates to my first question but isn't quite as important. Are you planning on eventually replacing in game textures with more fallout themed ones? EG, making steel walls look more like patchwork, corrugated steel; making turrets look like the fallout turrets; adding stuff like bomb craters, wrecked cars, roads, more buildings, etc to what can spawn on a map; adding an additional biome to represent urban areas of the wasteland; making the batteries and other tech items look like their fallout counterparts.




I'm really loving this mod! Keep up the good work!

Everything except for the removing non-fallout stuff is most likely going to make it in eventually, that said I am taking a few weeks off from the mod while I start up another mod.
#48
Mods / Suggestions for a new mod
July 30, 2016, 11:10:12 PM
I've been thinking for a while now that I want to start a new project, but I'm awful at brainstorming, so I want to ask all of you guys, what stuff do guys want to see made.

Keep in mind the limitations of the game, and the fact I'm still a noob with C#.
#49
Quote from: Sarelth on July 28, 2016, 04:31:10 AM
Just a heads up, Tatos don't seem to be configured to go to a food stockpile. Mine has lots of space and it says there is no space for them. Just a heads up.
Do the other foods (Mutfruit, Tarberries, and Razorgrain) work?
#50
Just updated the download link, had a texture error and a few other things that it fixes.
#51
v1.2c - Added Dynamite (norm and long-fuse), Pulse Grenades, Plasma Grenades,
Laser Sniper, Laser Musket, Pipe Weapons (Pistol, Revolver, Rifle, SMG), 9mm SMG, 10mm SMG
(and unique SleepyTyme), 12.7mm SMG, Silenced .22 SMG, Raider Power Armor, Nuka-Cherry, a new "Vault" (Vault Dwellers) Faction, Pew Pew (Unique Laser Pistol), and new growable crops
(Tatos, Razorgrain, Mutfruit, and Tarberries)

Fixed Laser Pistol and Laser Gatling being uncraftable
#52
Quote from: Sarelth on July 22, 2016, 04:55:59 AM
Infused is currently not working for me at all.

Loaded by itself I get a ton of errors, along the lines of corruption and other bad things.
With CCL it just dies.
With others mods I have loaded it cause a big black screen of emptiness and fear.

Not sure how useful this info is, but there is no easy way to copy/paste the error, is there?
Nope, no way to copy/paste the error, but there is some output log somewhere that has it, or you can screenshot it.
#53
v1.2b - MAJOR balancing changes, added Marksman Carbine, Paciencia, Nuka-Cola Quantum, Nuka-Cola Quartz, Sunset Sarsaparilla, X-01 Power Armor (Helmet and suit), Gatling Laser, new recipes for guns, Vault Jumpsuit, Armored Vault Jumpsuit, New technologies, Shishkebab, and made it so sodas (Nuka-Cola and such) restore rest when consumed.
#54
Quote from: Warforyou on July 17, 2016, 11:46:14 AM
These guns are too overpowered...
I've been trying to balance them, so I've made them a lot more expensive than other guns, but yes I do plan on nerfing the guns to fit other mods' stats. Provided CR gets updated by the time I finish the next update plan, there will be a good number of changes.
#55
Updated to v1.2- Updated to Alpha 14!

This is pretty much the extent of what I am able to add as of current, without an artist I am kinda running a ship without any oars. Plenty of supplies, but unable to get anywhere.
#56
Quote from: Huntakilla on May 17, 2016, 06:37:10 AM
I was always a huge fan of this mod, is it seeing an update to A13?

It's been a while and I've been busy, but I am planning on updating it to the new A14 asap, and as long as I can get art assets, I will add more things.
#57
Quote from: MikeOfDragon on April 03, 2016, 08:14:04 PM
Hey Ashborn, think you could make your mod compatible with combat realism?  :D
I'm back on hiatus again due to school being a priority, but come summer this is one of my highest priority tasks to do.
Quote from: cuproPanda on April 03, 2016, 10:43:34 PM
I recently got a request to make some fallout themed sodas, but I see this mod already has nuka cola implemented, and other sodas planned. I just recently added a .dll for my energy drinks, allowing them to restore rest. If you'd like, feel free to use the code for your project. I'll paste it below, and the full file/implementation is available on my thread.

using RimWorld;
using UnityEngine;
using Verse;

// TODO: Rename NAMESPACE and SODANAME
namespace NAMESPACE {

  public class Hediff_SODANAME : Hediff {

    private bool activated;
    private float newLevel;

    public override bool ShouldRemove {
      get { return activated; }
    }

    public override void Tick() {
      base.Tick();

      if (pawn != null ) {
        newLevel = pawn.needs.rest.CurLevel;
        newLevel += 0.25f;

        pawn.needs.rest.CurLevel = Mathf.Clamp01(newLevel);

        activated = true;
        return;
      }
    }
  }
}

Thank you, I'll certainly see about implementing this once I return to work.
#58
Outdated / Re: [A12d] Project Fallout v1.1c
March 06, 2016, 05:34:22 PM
Updated to v1.1c - Added Laser Pistol, Psycho, Buffout, Mentats, Steady, Med-X, and Nuka Cola. Drastically changed balancing for all guns.

The winner of the poll is animals! Stinky is already at work making a Brahmin texture, and it is mostly finished being coded, so that is scheduled for the next update.
#59
Unfinished / Re: [TEXTURE] Advanced Power Armor
February 28, 2016, 03:46:33 PM
If you'd let me use it, I have a Fallout mod.
#60
Outdated / Re: [A12d] Project Fallout v1.1b (New Update!)
February 28, 2016, 01:18:18 PM
Added poll.

PS: Expect an update every week, maybe more frequently.