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Messages - UnlimitedHugs

#496
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.
#497
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.
#498
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.
#499
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.
#500
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.
#501
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.
#502
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.
#503
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.
#504
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.
#506
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.
#507
Updated to 1.10.0

Update time! :D
At long last, the shaped charge joins the battle against the unchallenged oppression of the overhead mountain roof!
Along with that, the gas mask now gives toxic fallout resistance, traders can no longer be gassed with impunity, and a few other improvements.
Finally, the nasty gas memory leak has now been fixed. I was only able to nail it down thanks to your reports, so thank you for that. Gas rendering has also been optimized, which should keep your frames from tanking when you decide to gas the whole map :)
Hope you enjoy.

#508
Quote from: Minnigin on October 28, 2016, 05:56:11 PM
just wanna say thanks for this mod, I really like it

Thank you for playing :)

Quote from: faltonico on October 28, 2016, 06:09:41 PM
- massive modlist -

Good god, man. Enabling all those mods in order nearly took me out ;D
The good news is I managed to identify a flaw in my code that could be causing a leak. It is, in fact, related to the sleeping gas, so I recommend not using that until I can release a fix.
Also, you in particular will be delighted to know that I'm cracking down on all that trader gassing you've been doing :D
Thank you for taking the time to post this.
#509
Quote from: lc-soz on October 28, 2016, 04:05:14 PM
Would it be simpler to make the vanilla vent speed up the process? Just like what happen with temperature.

Far as I know, the vanilla vent only equalizes temperatures, rather than pushing heat.
How would you "speed up" the process, though? The expansion rate of the gas would still be the same, even if there were a vent to move it from one room to another.
#510
Quote from: lc-soz on October 28, 2016, 08:02:38 AM
Other idea I forgot to put in my previous reply is an exhaust for the sleeping gas, anything to take the sleeping gas faster from a closed room.

Yeah, that is a good idea- there is a bunch of other features I have thought of to make playing with gasses more fun.
Ideally, gasses would be split off into a separate mod with RemoteEx integration- though that is a whole lotta work that I'm not feeling right now.
Adding a single vent would be kind of off-topic, I feel, but we'll see how things go in the future.