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Messages - sirgzu

#1
Outdated / Re: [B18-A16] More Furniture
March 06, 2018, 09:01:43 PM
I've written a patch to make the beds from clutter, rimkea, and the bedrolls work with adjacency buildings from these same mods as well as change dresser and more furniture (this mod):
You can find the mod in attachment to this post.

[attachment deleted due to age]
#2
Releases / Re: [B18] Safely Hidden Away
March 06, 2018, 01:09:32 PM
Does this apply on a per-(hostile-)faction basis?
#3
Outdated / Re: B18 Caravan Options
March 04, 2018, 10:31:01 AM
Could you clarify what the values mean in the sliders?
The caravan multilier one is self explanatory I think.
All road sliders have values between 0.01 and 1 and default to 0.5
- is 0.5 the vanilla behaviour? In vanilla all roads double movement speed I believe
Is the multiplier applied on the standard time it takes to cross a tile rather than the caravan speed?
I know it's all semantics but I'd just like to confirm :)

Also what does "Pawn movement rate apply to terrain" mean exactly?
#5
the mega thing keeps failing to download.. could someone share that someplace else pls?
#6
Quote from: Mehni on February 12, 2018, 02:53:11 AM
Quote from: sirgzu on February 11, 2018, 09:16:48 AM
I am playing with a few of Xen's races and they don't use their inventory for hauling. Orassans do the improved hauling correctly though so that could be a good indicator of what's wrong.

Sounds like Xen doesn't inherit from BasePawn but implements his own Abstract. Nothing I can do about that, sorry.

But you just did :) thanks for shedding some light on the issue.
I just noticed a few of the items he added as well are a little too OP so I might give beastmantribe a go instead. Do you know if these ones work?
#7
First of all your hauling mod is one the best QoL improvement I've seen in a long time ;)
I noticed that only humans seem affected though. I am playing with a few of Xen's races and they don't use their inventory for hauling. Not sure where the problem lies but I thought I'd report it anyway... Orassans do the improved hauling correctly though so that could be a good indicator of what's wrong.
#8
I've had a problem with a few pawns disappearing from a ship, here is what happened:

I load 4xcolonists + 4xcamels + some stuff, drop into a empty tile first, then launch again onto an anomaly where I drop onto an enemy base and have to fight off turrets and take over the base, which I do with m4 colonists. Since it was a bit of a bloodbath it took some time to micromanage and with running the 2 other colonies I might have saved the game a couple of times until reembarking the ship. That's when I notice that my 4xcamels are gone from the passenger bay... I know for sure that they were there and didn't starve from the 873xhay left in the cargo bay. Seems like they just vanished.
#9
Outdated / Re: [A16] Snowy Trees v0.1.0
October 13, 2017, 01:05:53 PM
Quote from: Tejko on October 13, 2017, 10:07:19 AM
Hey, I've update your mod to work with A17.
I've also cleaned the code up a bit to make it more robust and updated sprites for the new raspberry plant. I've also added support for leafless bushes.
I'm playing on a heavily modded setup and I'll likely be adding trees from vegetable garden and their leafless variations as well.
Download: https://www.dropbox.com/s/a7k4qy4y3tk6ui1/%5BA17%5D%20Snowy%20Trees%20v0.17.0t.rar?dl=0

Hopefully you return to the modding scene soon and you can take it over again. :)
Welcome to the forum :)
#10
Releases / Re: [A17] Orassans 🐱
October 13, 2017, 01:04:15 PM
And now for something completely different:
Is it possible to make you lose reputation towards a faction upon killing cats?  :o
#11
Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
October 12, 2017, 10:31:41 AM
I got an error after trying to add this mod to my save. Is there any known conflict?
#12
Outdated / Re: [A17] Miniaturisation Overloaded
October 12, 2017, 05:49:30 AM
The wind turbine thing is a known problem. The game doesn't expect these to move so it only checks turbine positions when loading the game. Reloading your save will fix this.
#13
Releases / Re: [A17] SimpleSidearms (1.2.1)
October 12, 2017, 05:44:02 AM
Ye this mod is nifty as a mean to carry a bunch of weapons but the switching logic is just unreliable.

It would work find if pawns actually considered their sidearm ranges to switch weapons, including when melee is equipped. A lot of the times you want your pawns to use some tool for their day job but you don't want to run into a pack of zombies with only a trowel or a hammer...
#14
Ah grand so :) really like those mechanics. Glad to know you're taking care of business
#15
I tried connecting a duct intake to a duct outlet with pipes and they all look wonky (even though they're all located in a straight line, the pipe graphics orientation are random) and flow is set to 0. I guess it's not working right?