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Messages - BlackSmokeDMax

#1591
Ideas / Copy Bills
June 17, 2016, 01:19:09 PM
Would love to see a feature for copy/paste of Bills. This would be useful during the move/addition of a crafting/cooking/etc. bench.
#1592
Quote from: Sieppo on June 16, 2016, 04:16:47 PM
I also noticed that some weapons show the box for ammunition next "draft" and some not.

Hmm, is it possible things with only one shot per reload don't show that? Seem to recall something like that.
#1593
Quote from: Sieppo on June 16, 2016, 02:48:31 PM
Thanks for the answer! I did not install combat realism. As far as I remember (the game is on my other computer, cannot check now). Are you sure it's not partly a part of this mod? I found about the loadout with searching but it did not work. The colonists did not pick up any ammo regardless of loadout. The mod-combination must be broken somehow :/..

Part of this mods description:

"Combat realism: All the buildings ported over to inherit the damage values from CR, all the weapons and turrets ported over (all the turrets are craftable and minifiable, and have to be placed, and you can take your cannon and your gatling gun over to the ongoing siege and give 'em hell), boomalopes now drop chemical sacs that ignite at 21 degrees and ultimately explode, keeping the vanilla threat while providing you with a source of FSX if you can get the sacs, there are bunches of new ammo, etc. etc."

I believe Combat Realism has been integrated into this mod, at least a portion of it. You do not need to add it separately, nor do I think you can without running into problems.
#1594
Quote from: r4ky on June 14, 2016, 08:39:56 AM
he said something big coming but 4 month later still nothing and he didn't said anything during this time too that is the most strange, it should be cool to have some news about his project or just know if he still working on.... i'am waiting from A11 to play back rimworld because i don't like without this mod, well i think i will have to wait more ^^

i hope we will soon have any news from Abrexus.

Didn't this get mostly enveloped within Hardcore SK? If so, you can just play this using A12 (still being developed for A13 which I believe you can get the beta of on github). Unless of course there are other parts of Hardcore SK you don't care for.

Having said that, I am curious as to whether the OP still has the project he mentioned a couple months ago in progress?
#1595
Mods / Re: What is this mod
June 12, 2016, 07:36:05 PM
Quote from: mew_the_pinkmin on June 12, 2016, 06:50:51 PM
I'VE WANTED THIS MOD SINCE DAY 4!
What is it???????

As Zombie2 noted, it is probably Fluffy's Enhanced Tabs mod: https://ludeon.com/forums/index.php?topic=15964.0

If you look closely there is a beta of a new, better version somewhere in the OP of that thread as well I believe.
#1596
Quote from: Wivex on June 12, 2016, 06:26:48 PM
The thing filter itself is being reworked, so some things are curretly not there at all. That's why you can't see them in the list.

Btw, we might release medieval stage with tweaked neolithic by the end of June. With a few more gameplay features and tweaks. As well as all already found bugs fixed. Not sure about CR implementation by that time though, cause i'm the only programmer atm.

Hopefully A14 doesn't throw too big of a wrench in your program. Are you going to immediately move to A14 or will you try to finish whatever project portion you are working with in A13 first?
#1597
Quote from: CreepyD on June 12, 2016, 02:12:54 PM
Just been searching and can't seem to find a way of getting hold of version A12d.
The last version I played was A9, then I've skipped straight to A13.

I can see the A13 version of this pack is nowhere near ready yet so would rather play 12d for now, any ideas?

Ok never mind, turns out I did have it after all. I thought I had Alpha 9 sinc ethe folder was 914, but it turns out that was 12d lol

If you ever do need to download it again, in the OP there is a link to all their past versions on nexusmods.
#1598
One way to make this work better is to lower the radius of the cooking bill. Make the radius just barely contain the stockpile where you are storing your raw food.
#1599
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 10, 2016, 12:35:15 PM
Quote from: magik20 on June 10, 2016, 11:50:58 AM
There was a mod that automatically swapped out gear if it was worn out

I cant seem to find it, but is it compatible with this modpack?  Is there a similar feature already installed?

Don't they do that in vanilla, as long as you setup an outfit with limits? Is there some mod that takes this further?
#1600
General Discussion / Re: Steam
June 10, 2016, 08:31:57 AM
Quote from: milon on June 10, 2016, 07:10:33 AM
In the past, Tynan had stated he'll support both Steam and non-Steam users, which would mean mods aren't "Steam only" (author dependent).

Not worried that it won't work both ways, just that some (most likely new) mod authors won't have their mods available as a separate download, only via Steam.

Quote from: milon on June 10, 2016, 07:10:33 AM
But it's news to me that SendOwl might not be continued.

It's not that SendOwl won't be continued, it's that we may not have access to SendOwl and also via Steam at the same time. I'm sure SendOwl is sticking around if you don't want to go the Steam route.
#1601
General Discussion / Re: Steam
June 09, 2016, 11:25:43 AM
Quote from: Tautou on June 09, 2016, 09:47:56 AM
Hey guys,

I'm looking to get into Rimworld. I'm wondering about the benefit of waiting for it to be released on Steam. I read the FAQ section and it seems like by purchasing it directly from Ludeon we would not guarantee Steam access.

What do you think are the pros and cons to getting it now?

You are correct in that there is no guarantee that buying now will give you steam access. There are numerous posts by the dev where reading between the lines makes most people think we will get that Steam access. He just can't promise/promote that any longer per his Steam agreement, at least until it is officially for sale on Steam.

There is also the question of if/when we receive Steam access, will we still have access to the current SendOwl system. I asked this on the Steam forums and Tynan (the dev) responded that he hasn't really determined this yet.

There are pluses and minuses of both methods, and currently I am hoping we'll stay with access to both as configuring multiple  modded setups is currently possible and fairly easy with some basic computer skills. I'll be somewhat torn if we end up having to decide between the two. Think I'll likely skip the Steam key if I have to choose. The worry there is if some mods go Steam only, but maybe there is a way around that??

The pluses of steam are probably: ease of use and updates if you aren't that familiar with moving files around manually on your computer. The game will have Steam Workshop so using mods without knowing the basic computer skills of moving files and folders around will also be much more accessible to those without those skills.

Don't think there is Steam Cloud sync at this time, so that is not one of the normal Steam pluses. I could be wrong about that though.

Pluses of the current SendOwl system is mostly the highly configurable installs, allowing as many installs on the same computer as you would like for multiple different mods or modpack installs. I suppose those who do not want the Steam program overhead and worry about its intrusiveness will figure that in there as well.
#1602
Quote from: passi965 on June 08, 2016, 12:31:37 PM
(Off-topic) Wich mod gives you a Minimap? I've been looking for one since almost forever.

Believe that is part of the CCL. https://ludeon.com/forums/index.php?topic=16599.0

Don't think it is turned on by default. Read the main thread post for details.
#1603
General Discussion / Re: So tell me about bugs...
June 08, 2016, 08:53:46 AM
Quote from: Lys on June 08, 2016, 07:51:26 AM
Quote from: BlackSmokeDMax on June 08, 2016, 07:09:46 AM
Quote from: Aristocat on June 08, 2016, 06:03:53 AM
So for example, if you dig only 30 square under mountain roof, all of hive will spawn into that room and probably everyone in the room will be killed.

But if you dig 100 square inside colony and 300 square outside of your colony under mountain, 7 out of 10(66%) will spawn outside which is a lot more manageable.

What? That goes against everything I have heard or seen with bug infestations so far. I have only seen or heard of them spawning under overhead mountain and thin roof as well I believe. My understanding is as long as you are under "contructed roof" you are safe. Is this wrong?
No it's not wrong and he also didn't say anything else?

Oh, thought he was saying 7 out of 10 would spawn in the outside (of under-mountain) area. On re-reading it, guess he meant dig a bunch of mountain that is not within your base?
#1604
Quote from: EdB on June 08, 2016, 01:16:48 AM
Quote from: InfiniteRemnant on June 06, 2016, 03:10:18 PM
So, is it supposed to be pronounced "E. D. B." "Ed B." or "E. Decibel"? or something else entirely?

"Ed B" (but I'm starting to like "E D B"--which seems like the way that most tend to say it)

Lol, I always kind of thought was Ed B. But also really like E D B, it flows well, so have slowly switched to that in my mind as reading it.
#1605
General Discussion / Re: So tell me about bugs...
June 08, 2016, 07:09:46 AM
Quote from: Aristocat on June 08, 2016, 06:03:53 AM
So for example, if you dig only 30 square under mountain roof, all of hive will spawn into that room and probably everyone in the room will be killed.

But if you dig 100 square inside colony and 300 square outside of your colony under mountain, 7 out of 10(66%) will spawn outside which is a lot more manageable.

What? That goes against everything I have heard or seen with bug infestations so far. I have only seen or heard of them spawning under overhead mountain and thin roof as well I believe. My understanding is as long as you are under "contructed roof" you are safe. Is this wrong?

edit: and of course the thin roof can easily be made into constructed roof by making an unroofed area and then removing that I believe.