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Messages - UnlimitedHugs

#496
Quote from: 217blaster217 on November 19, 2016, 09:27:23 AM
But I have problem :D Any way to fix mountains ? I can just walk trough them, and when I open that room with those bad guys whis is hidden in that rock then whole mountain dissapear
Thank you in advance.

Uhh... those might not be mod-related issues. I would just update Rimworld to the latest build and avoid all these bugs that have likely already been fixed.
#497
Quote from: 217blaster217 on November 19, 2016, 07:08:57 AM
Thanks, so that means that every short hash warning is just harmless and nothing can go wrong ?

Yep, that particular error shouldn't cause you any issues, as far as I know.
#498
Quote from: 217blaster217 on November 19, 2016, 06:11:30 AM
Please help, I use theese mods:
The reason that I am posting this all here is that your mod is the only one from those 3 that I really need :D

You're playing on an older build of the game, the current one is 1284. You don't have to update, though, because that error is harmless and safe to ignore.
#499
Updated to 1.10.2

Quote from: Fu_Yang on November 17, 2016, 10:12:41 AM
Sorry,I put off some time because I found some bug yesterday.now I have corrected it.This is the language file that translated.
I don't want to use the translating machine any more...It's unreliable...
I'm looking forward your update! :D Thank you!

Files look good and the update is live.
Thank you for the contribution :)
#500
Quote from: hiepbg on November 17, 2016, 08:23:35 AM
You had forgot to release new version on github :D I can only download 1.4.5 version.

There you go, all fixed :)
Thanks for letting me know.
#501
Quote from: Vincent on November 16, 2016, 10:50:02 PM
Do you think it would be possible to make an option to allow everything all the time (for when you have a drop pod/daze) it would be dangerous to play with that (infestation  :P) but I think it would be a massive QoL improvment

I guess that would do more harm than good. All in all, dropped items getting auto-forbidden is a useful mechanic- it keeps the clueless haulers out of danger. You could assign a hotkey to the "Allow all" tool, though- no more clicking necessary.
#502
Quote from: Fu_Yang on November 16, 2016, 10:23:15 AM
Hello,sir! I'm FuYang come from Baidu Post Bar of China. :D
could you please allow me reprint this mod? This mod is so cool,I like it!
This is a great help for mining and defense!
And I have made the translation files.I hope you can accept my request. :D
I will delete the translation files if you don't want to. I will put respect in the first place. ;)

Hello!
You probably mean translate. If so, then yes, of course.
The easiest way for me would be if you sent me a pull request on GitHub. However, if that's too complicated, you can PM me the files or post them here and I'll add them myself.
#503
Quote from: erdelf on November 14, 2016, 09:24:55 AM
ok, if you think so. I actually asked for someone else who specifically requested it to work like defensive position, but well..

I'll keep it in mind for the future. One of the options would be a hotkey that restricts everyone to a given area until the coast is clear. As a button it doesn't make sense, though, since it would affect everyone, rather than just the selected units.
#504
Quote from: erdelf on November 09, 2016, 02:42:21 PM
Hey, great mod. It really makes everything in that regard easier ^^

Altough I would like to request another feature.
A new button that does the same for areas, so you can quickly restrict non-combat people to specified areas.

Frankly, that's already pretty easy to do in vanilla- just open the Restrict tab and drag the mouse over the "Allowed area" part. Turning it into a button would just add unnecessary complexity.
#505
Quote from: 123nick on November 06, 2016, 09:53:27 PM
i like this mod! quick suggestion, have u thought of a directional blast? like a claymore? it only damages and affects thing within a certain 90 degree angle, things behind it or maybe left and right of the directions of the blast wont take damage where as things in front of the blast will.

Could be interesting, especially if it fired a spray of projectiles, rather than the usual explosion.
#506
Updated to 1.10.1

Quote from: Vincent on November 03, 2016, 10:46:24 PM
I've got a bug with the mountain explosive, I used it and then the mountain top would not be cleared, then my pawn would try to remove roof but can't and is stuck in an infinite loop (until I draft him). It's had to explain so I joined my savefile for you

You can fix that by removing the "build roof" designation on that tile. Due to limitations in vanilla, the shaped charge will turn the thick roof into thin roof, that is then removed by pawns when they mine out the rubble.
I released a fix to prevent the "build roof" and "remove roof" areas from overlapping in the future.
Thank you for the report.
#507
Quote from: Vincent on October 30, 2016, 10:25:34 PM
You are the MVP UnlimitedHugs  :D
Also... your sprites look so good !

Thanks, I spend quite a bit of time on those. It's a great feeling to be in the flow and chiseling out the small details until it looks just right.

Also, the update is now live on Steam.
#508
Quote from: Litcube on October 30, 2016, 08:32:51 PM
Will you update the steam version, or should we migrate to this version?

I'll push the Steam update tomorrow. If you don't want to wait, you can replace the old version version in your Steam folder with the new- it'll work just fine.
#510
Quote from: asquirrel on October 30, 2016, 03:46:23 PM
1. If I used this to blow up an existing structure will it demolish the granite blocks that were already made, and similar structural items?
2. The other thing is blowing the roof off a mountain.
3. Other idea would be a tripwire explosive.
4. Would you be able to create sleeping gas grenades?
5. Or . . . how about a tazer or cattle prod to subdue either enemies or minions with less than lethal means?
6. Does your sleeping gas work against an army of manhunting animals if it's activated indoors?

Took me a while to sort through all that :)
1) Explosives aren't very effective against structures- but that's a vanilla thing. Far as I know, you loose a good chunk of original materials by destroying buildings.
2) We might have something like that 'round here.
3) The vanilla IED's are the closest thing for that right now.
4) Grenades- maybe someday, not anytime soon.
5) Not adding that, although I remember seeing a mod with stun-themed weapons on the forum.
6) Yep, animals are also affected. Won't work on mechanoids, though.