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Messages - UnlimitedHugs

#196
Quote from: Harry_Dicks on February 05, 2018, 02:37:59 AM
- snip -

While technically possible, it's squarely in "ungodly amounts of work" territory. Might be simpler to give the player a canvas and a broad brush to show where they want their mountains, and then generate some randomized maps based on that.

That does give me an interesting idea though- using a server, it would be possible to collect seeds of maps picked by players (and thus, known to be interesting). These could then be served up in a "popular maps" tab. That would be pretty cool.

As for additional settings, I feel RF's configurable maps does a pretty good job on covering that aspect.

Your error is still the same Casket problem that you reported a few weeks ago- were you able to trace it back to the vampires mod?
#197
Releases / Re: [B18] Remote Explosives (1.14.0)
February 05, 2018, 02:34:41 AM
Quote from: Harry_Dicks on February 05, 2018, 01:56:19 AM
Mister Hugs, this is an amazing update. I think I can say without a doubt that you make some of the most professional, 100% complete mods. Everything is so nice in them. Your art is really fantastic too and fits in great with RimWorld, an aesthetic that's perfect for me. Thanks for all of your hard work, it is really appreciated.
I am also most interested about these last three things I've highlighted. Do you think you could maaaaaaybe give us a little hint or two about "Gas Works project" that has me so excited, it sounds freaking AWESOME! ;D

Thank you for the kind words :) Modding is kind of a "labor of love" type of thing for me, so working on it is never hard.
Gas Works expands on the idea of the sleeping gas- so, tools to produce and distribute gasses that do various useful things. With the way gasses propagate, there is a lot of interesting gameplay that can be explored here.

EDIT: I think Gas Trap uses the vanilla gasses that can't really be moved or concentrated. My gasses (heh) take a more realistic approach, so the two are not readily compatible.
#198
Releases / Re: [B18] Remote Explosives (1.14.0)
February 05, 2018, 01:31:33 AM
Updated to 1.14.0

Well hello there! I've got I nice juicy update for you today. Here are the highlights:
Fixes

  • Sparkweed is now removed on harvest. This should make it a lot easier to gather the stuff without burning down your base.
  • Charges will once again drop their item form when deconstructed.
  • Detonator wire will no longer deconstruct walls it is built under.

Changes

  • Sparkweed ignition is now suppressed by firefoam. The effect has a limited number of uses, so planting sparkweed in your main hallway is still not advisable.
  • Chemical charges research and production has been split up. Rather than making (or buying) the generic canister, the specific type of charge now has to be produced.
  • Replaced the graphics for sparkpowder and the detonator wire. The wire is now more curvy and centered within the tile.
  • Gas clouds can no longer be selected. The concentration readout is now visible in the bottom left corner when hovering over a cloud.

New stuff

  • Added the gas vent. I "borrowed" this one from my Gas Works project- who knows when that will be done, so you may as well enjoy it in the meantime.
  • Added the refined sleeping gas. With a bit of research and the proper ingredients you can manufacture even sweeter dreams for your guests.
  • Added the detonator wire crossing. Allows crossing two wires without transmitting a signal between them. Handy for complex setups.
  • Added settings to auto-arm placed charges. See the mod options menu to enable.

As always, let me know what you think, and your bug reports are always welcome.
Have a nice one.

#199
Releases / Re: [B18] Allow Tool (3.3.0)
February 01, 2018, 04:05:51 AM
Quote from: kubolek01 on February 01, 2018, 03:15:56 AM
I think that cancelling orders would have a "Cancel all of this category" mass order. I often make a wrong mass order, and I have to remove all of them, instead of only the type the mistake I made in.

That's a good idea. I guess something would need to be selected for it to work, though.
#200
Releases / Re: [B18] Allow Tool (3.3.0)
February 01, 2018, 02:08:16 AM
Quote from: BlackSmokeDMax on January 31, 2018, 04:22:59 PM
Hi, have a request for expanding on some tools.
- snip -

So it would only harvest 100% grown plants? Seems reasonable.
No promises, but I'll keep it in mind.

Quote from: Harry_Dicks on January 31, 2018, 05:05:12 PM
Speaking of growing/sowing issues, I wish there was a "sow all in this area" kind of tool.

That would probably fall into the category of a generic "prioritize work here" tool. It's been requested a lot, and I have a general idea of how to make that happen. Lotsa work, though.
Maybe I'll get around to it someday.
#201
Quote from: Harry_Dicks on January 28, 2018, 05:36:59 PM
I'm having an issue with new maps being generated to choose from not having the proper level of "mountain" from the mod RF - Configurable Maps. For example, I will set the mountain level to "Very High Mountain Level" and select and Large Hills map, and I will get these cool sort of valley/canyon maps. However, when I press the reroll dice and generate new maps, it is like the mountain level is never correct like my initial map generated is. I am forced to go back to main menu and create a new world and start a new map, to have the proper level of mountain again. I am positive that the new maps being generated are not correct, because even if I play with the slider and start generating new maps, they will never have the "high" mountain level, unlike only the original map I generated will.

Thank you for the report, I'll have to investigate.
#202
Releases / Re: [B18] Allow Tool (3.3.0)
January 22, 2018, 01:03:01 AM
Quote from: docssy on January 21, 2018, 10:27:49 PM
AllowTool has "O" set as the multi select same type button, which conflicts with the default "Hunt" key assignment of "O"

Yep, I'm out of free keys though, so feel free to reassign it to your liking in the Keyboard configuration menu.
#203
Releases / Re: [B18] Remote Explosives (1.13.1)
January 15, 2018, 11:14:07 PM
Quote from: asquirrel on January 15, 2018, 02:05:16 PM
Is the sparkweed crop compatible with Vegetable Garden mod?

Should be. VG doesn't seem to add any conflicting stuff that I can see.
#204
Quote from: Harry_Dicks on January 15, 2018, 06:15:46 PM
Hello, I've been getting this error on from Map Reroll, but I'm not sure what is causing it. Do you know of any mod conflicts, or anything I can do about it? Thanks!

This is caused by another mod that is doing something with the shrine caskets. Whatever it does, it's failing because the map is still generating, aborting the whole process.
I might tell you more if you post your mod list. Also, I always recommend using Ctrl+F12 to submit logs.
#205
Releases / Re: [B18] Remote Explosives (1.13.1)
January 15, 2018, 02:44:48 AM
Quote from: asquirrel on January 14, 2018, 12:54:32 PM
Could you increase the remote explosives range to unlimited?   My pawns have to stand out exposed to blow stuff up when the enemy is closing in.  Also, I laid down some claymore and IEDs and don't know how to blow that stuff up.  Do I need to use a detonator?  Where do I get sparkwire  to run the line?  Thanks for your help!

It's nice to have some risk involved- keeps your folks from getting complacent ;)
As for the IED's, those can be triggered by wire with the manual detonator. You'd have to grow some sparkweed to get the sparkpowder.
#206
Releases / Re: [B18] Remote Explosives (1.13.1)
January 14, 2018, 11:43:17 AM
Quote from: Harry_Dicks on January 14, 2018, 11:23:53 AM
How hard would it be to setup a sort of custom trigger program? Could you have it say, "When >5 enemies are in this area, flick this switch" or something like that? You'd still have to have a guy there on standby though..

I suppose this could be done from the detonator, much like you would target a mortar. If the detonator is manned and a hostile enters the target area, they would trigger the detonation.
Doesn't account for the different channels, but I guess you could place multiple detonators for that.

Quote from: MineFoxC on January 14, 2018, 11:32:30 AM
Yes,but if you have mods that add factions with them,on insane difficulty,it gets really messy and hard to check everywhere around the base at the same time,even worse if they are already destroying stuff and you need to micromanage your pawns so they don't get killed.

Making a permanent watch area would be tricky- you'd need a new work type, some tool to specify the watchtower/detonator to stand on, and a few other things.
Also, seems like setting off explosives in those circumstances would just make matters worse- perhaps you might rather be looking for some form of early warning system.
#207
Releases / Re: [B18] Remote Explosives (1.13.1)
January 14, 2018, 10:39:01 AM
Quote from: MineFoxC on January 14, 2018, 10:15:13 AM
Since it takes a lot of multitasking to blow different groups of mines manually,in different areas on big raids,could you add something like a "securit job"?Like,you assign 1 pawn to a structure {maybe some kind of watchtower?},to blow the mines at the right moment{obviously sight and consciousness should influence how well they will perform,for example,the lower the consciousness,the longer he will need to detonate a mine,giving more time for the enemy to pass unharmed,and sight,defining the range at wich he can spot the enemies and arm the mines,also he can get shot in the watchtower,but gets like a 20% cover for wood,up to 95% cover for metals,and if the watchtower is destroyed while they are inside,they get downed instantly,with various wounds,like bruise,crack,etc...}
Definetely a hard,if not impossible request,but i would definetely like to see it.

Does it really take a lot of multitasking? You can issue a detonation order by right-clicking the console with a drafted colonist- the red button is mostly for looks :)
The watchtower idea might be workable, but how would the guy tell if the raiders are in optimal position? It's a judgement the player makes for best results.
An idea might be to add an interaction cell to the detonator- if a drafted guy is standing there, he will trigger the explosion as soon as a hostile enters his sight radius. Might be a nice synergy with Defensive Positions. You would need to break his visual range with some strategically placed walls for this to work, though.
#208
Releases / Re: [B18] Remote Explosives (1.13.1)
January 14, 2018, 07:27:34 AM
Quote from: mazacik on January 12, 2018, 07:55:45 PM
Any way I can make the sleeping gas put pawns to sleep faster? I wanted to make a trap using two foam charges to seal off a room's entrance and exit and then the sleeping gas.. but it takes like 20-30 seconds for raiders to fall asleep, long enough for them to just dig out of the room :-/

It does take a while. I'd recommend upgrading and doubling up your walls to keep your guests around long enough.
#209
Updated to 1.5.2

Added a minor feature: colony buildings can now also be assigned to squads. This can help manage your turrets and temperature control buildings, among other things.
Also, the Russian translation now comes included with the mod.
#210
Releases / Re: Allow Tool Mod
January 10, 2018, 09:33:32 PM
Quote from: Tagdor8 on January 10, 2018, 02:25:07 PM
Just started using the allow tool mod and when it started it said something about using the Ctrl button, but I cant work out what it does. Can anyone enlighten me?

Some of the tools have additional functionality when holding Ctrl or the other modifier keys. If you hover over the tool, you will get a description of what it does with and without the keys.