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Messages - Abrexus

#31
Outdated / Re: [A11] Superior Crafting v0622a
June 22, 2015, 11:27:16 PM
Quote from: thefinn on June 22, 2015, 11:07:15 PM
Is this fix in 622b ? Mine are still not growing. I thought the B version was the fix ?

B is the fix version.  I just tested it again, and I have plants up to 47%....am waiting to see if I can harvest them.  They are growing (tested on potatoes).
#32
Outdated / Re: [A11] Superior Crafting v0622b
June 22, 2015, 08:53:51 PM
Quote from: dismar on June 22, 2015, 08:44:33 PM
Hey Abrexus , beany was telling us the other day that if you add :


QuoteHowever there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:

<building>
  <isMealSource>true</isMealSource>
  <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
  <heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>

His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.

Just a helpful tag for ppl with meal sources :)

Excellent!  Added for the next update!
#33
Outdated / Re: [A11] Superior Crafting v0622a
June 22, 2015, 08:09:28 PM
Quote from: Taikun on June 22, 2015, 07:55:14 PM
Quote from: tirramissu on June 22, 2015, 07:47:38 PM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

I'm having this problem too... definitely this mod causing it because they grow fine when SC is disabled.

Fix #2 incoming!  Thanks again guys for all the help!  This really makes it easy for me to get this working at 100% as soon as possible!
#34
Outdated / Re: [A11] Superior Crafting v0622a
June 22, 2015, 07:44:35 PM
Quote from: Remorium on June 22, 2015, 07:43:15 PM
Question, in the future, could there potentially be a worktable or something like that where you could mend clothing and weapons? It'd be an interesting idea and it's a function that would make this mod even better. (Honestly the main game could use it too.)

Yes, I am working on that currently along with adding back in Soylent Green.  I will most likely make it an optional expansion as some prefer not to have the mending option.
#35
Outdated / Re: [A11] Superior Crafting v0622
June 22, 2015, 07:04:02 PM
Quote from: Bonjour on June 22, 2015, 06:42:14 PM
Quote from: Abrexus on June 22, 2015, 06:04:07 PM
Yes, Power III requires Power II & Crafting II
Ok, i'll continue a bit.
i've just found how to find construction II :)

I have an other question; how does the generator hopper works?

I have some kindlings close to the generator, but impossible to put it in the hopper.
(i can provide a sreenshot if you want)

thx a lot :)

You sir have found the first bug  ;)

Updating now, look for the new version shortly!
#36
Outdated / Re: [A11] Superior Crafting v0622
June 22, 2015, 06:04:07 PM
Quote from: Bonjour on June 22, 2015, 05:58:38 PM
Hello,
i've just downlaoded this mods. fantastic work.
I have a question, i can search the power I and II, but i cannot search for the power III.
Do I have to search smth else or ... ?!?

Thx a lot anyway, cheers

Yes, Power III requires Power II & Crafting II
#37
Outdated / Re: [A11] Superior Crafting v0622
June 22, 2015, 03:51:40 PM
Update for Alpha 11 is released!  I'm going to work on the first expansion pack soon.  Let the bug bashing begin!
#38
Wow, everyone is so amazing!  Thank you all for the kind words and wishes.  I have the update finished and am doing a bit of testing.  I'll be releasing it very soon (within a few hours).  I'm sure there will be bugs (as always), so please help me squash them buggers!
#39
Hey Everyone,

I am just about finished updating to alpha 11.  I am very sorry for the delay, but I have been dealing with a health issue that has slowed my progress on the mod development.  I normally don't like to bring my personal problems to the forums (and I am in no way looking for sympathy), but I want everyone to know what's going on.  You have all been great supporters, and your kindness and concern has been a great help to me in dealing with my issues.  I promise to have it out very soon.  In fact I only have a few more files to finish updating, and I should have a working test version available for download.  See below the doctors report to get an idea of what I am dealing with.  (And no, I am not worried about people knowing my name....I'm not that paranoid  :o

#40
Contrary to popular belief I was not kidnapped by aliens!  I'm working on the update for Alpha 11, and hope to have it out for the weekend!

Cheers everyone!
#41
Quote from: LittleGreenStone on May 02, 2015, 11:06:56 AM
Quote from: Canute on May 02, 2015, 09:39:06 AM
Power claw increase the mellee damage, but a hunter still require a weapon.
He refuse to fight bare power claw (yes it is stupid but it is hard coded i think).

And you should switch to Scyther blade once you can made them.

I prefer claws myself, scyther blades reduce the effectiveness of the handz by a lot (40 I think?), while claws only by 5 percent or so.

But why would anyone hunt with melee weapons anyway?!

Both the claw and the blade reduce manipulation by only 10%, instead of the 80% it is in Vanilla.
#42
Quote from: Dumatoin on May 02, 2015, 09:06:50 AM
Is the "powered claw" not supposed to be a melee weapon? I gave my hunter two of them, and he wouldn't hunt.

I had to recruit him and then send him after animals.

Is there any way to make him use them to hunt with?

I gave him a shiv, hoping he might use the shiv and one claw, but he just used the shiv, and got killed, lol.

Good question....it's really the same way with Vanilla Rimworld.  I am guessing Tynan didn't add something to recognize body parts with "verb" properties as equipped weapons.  Check the bug forums and see if it's mentioned there.  I really hadn't changed the values of those two items other than try and make one a ranged weapon which did not work at all.
#43
Quote from: LittleGreenStone on May 01, 2015, 04:44:15 PM
That's funny, because for me, only cooks brew beer or produce ethanol. The rest refuse to work there. o_o
That's correct....cooks make the brew and the ethenol
Quote from: LittleGreenStone on May 01, 2015, 04:44:15 PM
Anyway, question! I have not played with vanilla Rimworld since...long.
Does making a sculpture, a grand sculpture for example, take weeks of constant work?
Does any other stat (crafting, constructing) influence the speed artist make sculptures?
It seems awfully slow for me, and though I could live with it easily, thought I'd ask, just in case.

Thank you!

Good questions....I don't have an answer for.  I will say that I reduced the craft times of some clothing and increased it for my weapons to take an average of 1 day to make a decent item....I did not in any way change or impact the quality of the items created and I didn't touch craft times of sculptures.  The "weekly" patch is scheduled to come out Sunday, and in addition to the "Pink Bed Fix" crafting times of powered armor and helmets is also adjusted to be in line with the rest of the craftable stuff....along with a few other surprises.
#44
Quote from: arigon2001 on May 01, 2015, 09:45:07 PM
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!

I had to make a decision when making SC as to how deep I would go with adding in extra resources, parts, furniture, everything.  I wanted to make sure I added enough to expand the game, but not so much as to make it unwieldy.  I decided to do arms and legs, but not hands and feet because arms and legs covers that....but if I did toes, fingers, hands....it would just be too much (in my opinion).
#45
Quote from: Probe1 on May 01, 2015, 05:58:57 AM
It'd be very nice to see glassmaking added to the electric furnace or something, since it doesn't have any end game manufacturing method.

The electric smelter actually has four recipes, three of which you don't get with the regular furnace (Make Plasteel Bars, Extract Metal From Slag, and Smelt Weapon).  Also, the electric furnace is the only one where you can make the plasteel bars, so I would consider that end game.  If you are not seeing these recipes, then you may have a mod conflict.