Updated to 2.1.0
Added the "Detour by attribute" feature contributed by Fluffy.
Added the "Detour by attribute" feature contributed by Fluffy.
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Show posts MenuQuote from: joaonunes on December 15, 2016, 04:40:43 PM
Did you write all the code in this mod or did you have some help/copy-paste from other sources?
Quote from: joaonunes on December 15, 2016, 03:18:04 PM
You should think about it though xD
Quote from: joaonunes on December 15, 2016, 02:45:48 PM
soooooo is this supposed to be something like CCL but with features like "Version Checker" from Starsector or "AVC" from Kerbal Space Program? (a.k.a. mod version checker)
If yes, then this can potentially be one of the best mods that ever existed for this game, it only depends on the will of the other modders to include a file regarding mod version.
However, the other mods I referred, which are for other games, do not need a dll to do that, they use a xml file (the one for Starsector has a ".version" extension but it's xml if you open it)... May I ask why you chose to go with the dll?
And if this is not only about version checking but also having some CCL features will it be compatible with other mods or just not with CCL? Does it work with CCL? Is this meant to be a replacement for CCL?
Sorry for all the questions but I am really curious about this mod



<modDependencies>
<li>
<packageId>UnlimitedHugs.HugsLib</packageId>
<displayName>HugsLib</displayName>
<downloadUrl>https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest</downloadUrl>
<steamWorkshopUrl>steam://url/CommunityFilePage/818773962</steamWorkshopUrl>
</li>
</modDependencies>
<loadAfter>
<li>UnlimitedHugs.HugsLib</li>
</loadAfter>
Quote from: Smexy_Vampire on November 29, 2016, 05:22:22 PM
looks dam cool but complicated to work
Quote from: mazacik on November 25, 2016, 02:37:28 PM
I'm afraid using a manual detonator would be too slow, because a colonist would have to walk up to it and use it - the prisoners would be long gone, since they can walk through doors during a prison break (I think I'm going to make a mod that disables this...), and generally focus on running away as fast as possible.
Quote from: ChaosChronicler on November 25, 2016, 02:36:35 PM
Really loving this mod right now. Got me out of a bad situation with a poison ship part that landed right next to my colony (well what I designated as the beach head since it had all my defences right next to it). Downed two centapides with two chrages and a lot of pistol fire. Sucked it destroyed my sandbag bunker
Quote from: mazacik on November 25, 2016, 12:06:47 PM
I wanted to use it specifically as a countermeasure to prison breaks, since there is literally no way to deal with them right now, except shooting the escaping prisoners until they get downed/die. A sensor would detect an escaping prisoner, sealed foam blocks the exit and sleeping gas calms the wannabe houdinis down a little.
Quote from: mazacik on November 25, 2016, 02:26:58 AM
Would you mind adding a proximity detonator? Something along the lines of: when a pawn moves into a room, blow up all attached/nearby explosives.
Quote from: Wishmaster on November 20, 2016, 09:56:04 AM
Isn't it a bit too OP you can one shoot an entire plasteel vein or a non vanilla very tough ore with fracturing explosives?
I think it should just deal a certain amount of damage to ore in a radius.
Quote from: StormySunrise on November 19, 2016, 01:41:57 PM
Hi, Ive been having some confliction when loading Map Reroll with Glitter tech
it cannot seem to load the unity.engine/texture for any of the Glittertech stuff when I have Map Reroll enabled.
Does anyone know how to fix this?