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Messages - minami26

#136
everybody having problems like game freezing and stuff.
You have to start a new game. this mod doesn't work on old saves.

@woody better power+ is still alpha 5 right? it isn't yet updated.

Quote from: SleepyFox on August 27, 2014, 08:36:03 PM
Will there be any adjustments to the food system? It seems inordinately difficult to give my colonists non-raw food. The campfire business seems pretty inefficient, grilled food taking a lot of materials and decaying quickly. Not to mention with the biomes, agave is not a common plant outside of arid. A way to grow it ourselves, maybe?

I barely let my colonist eat grilled food, I use the Fireplace mostly for Smoked Meat, I might remove grilled food for the next version.
also im still thinking of way to better blend Kitchen Unit with TTM, so expect a food update next time!

Here's how I play TTM guys: its my usual base design.. how do you guys play TTM care to post some screenshots?
#137
Quote from: shadowtail00 on August 26, 2014, 09:52:18 AM
My output... :/

nothing is wrong. D: what is happening!? D:

Quote from: LittleMikey on August 26, 2014, 09:23:10 AM
Just installed this.

//IMG

HAH~! totally laughed my ass off!? HAHAHAHA

Quote from: Rannzou on August 26, 2014, 08:54:50 AM
Hey i have a problem when i'm going to faction menu with this mod on the game freeze.

You have to start a new world. :)
#138
Quote from: shadowtail00 on August 26, 2014, 07:49:59 AM
Eh, so I have a problem where when I turn this mod on my game just freezes and rimworld wont load unless I removed the mod from the mod folder, anyone know why...?

is there nothing happening? are you playing ttmv2.8 on rimworld alpha6? if it still aint loading after a couple of minutes then can you post output_log.txt on the rimworld_mainfiles.

Quote from: ( Tchey ) on August 26, 2014, 08:21:52 AM
So far it's working nicely for me, with Minami TechTree + Events + EdB Interface + Rugs.

Just one thing, where are the stone walls ? I can make walls from log, plank, metal, but i can't find the stone's.

Also, i use AnimalSkinRugs mod, but i don't have an option to skin animal at the butcher table.

Did i miss something ?

the stone walls are available after researching pneumatics, they are too OP unless you get to survive until you finish researching pneumatics.
#139

Hello guys, sorry I couldn't  deliver yesterday had to completely check things before releasing the new version!

Here it is guys the biggest update yet! its a Gigantic update!

Added new mods:
Clutter, Apparello, Shields, Embrasures and MachineGun Nests.

Remade the TechTree to better suit the new mods, please do check out that sexy new Tech Tree Image!

this update also fixes a lot of stuff and balances, should make playing with TTM much better and more better paced.

here's a changelog:
v2.8
Added new Mods to TTM!

TL;DR lots of changes of lots of stuff added.

The following mods have been altered to blend in with TechTree Minami.

PunisheR007's Embrasures v2.0.5
-- Embrasures needs to be researched and are unlocked after Pneumatics Research.

Jaxxa's Shields v0.07
-- Shields Research is unlocked after Researching ComputerProgramming
-- Changed Requirements to HTPModule and UtilityMetal

Psyckosama's MachineGun Nests
-- Changed MachineGun Nests Research to Gunner Nests and Unlocked after WorldWar Weapons Research.
-- Changed Base Turret Texture
-- Removed Inferno Cannon. (Strictly HeavyMachineGuns only!)
-- Added Heavy MachineGun Nest.
-- Changed Requirements to that of the actual Gun and some UtilityMetal. (You can craft the weapons ya know!)

Shinzy's Apparello v1.3.1
-- Changed BasicArmor Research to "Weaving" and is Unlocked after MetalSynthesizing Research
-- Made use of the Tailor's Workstation to enable crafting of RimWorld clothes.
-- Added Cloth processing and Leather Preparation to the Tailor's Workstation for Clothing Recipe.
-- Changed Light Power Armor recipe requirements.
Note:
I did not make the RW Power Armor Craftable because I liked hunting for Power Armor.
Also I do not want to make Hats Craftable because I want Hats to be collectibles.

Mrofa's Clutter Update23
-- Removed TurretGun.
-- Changed most building requirements to "Fabricants" and "UtilityMetal"
-- Changed Research descriptions.
-- All Clutter buildings needs the Beautification Schematics Research to be available.

Updated Project Armory Weapons to v2.13
Major Update!
Added new Gun Recipes and Additional Weaponators to accomodate new Guns.
Updated Synoptic Weaponizer Recipes to make crafting weapons a viable and not too expensive option!
Revised and Updated each weapon *meaning all* recipe descriptions.

New Building:
"Weapons Cache"
- Craft Neolithic to American Civil War Era Weapons here.

Major Turret Changes:
Improvised Turret and T500 Turret are no longer component built they will be bought and built in one go.
Improvised Turrets are bought whole from any Trader for 320silver.
T500 Turrets are bought as a whole exlusively from an Armament Trader for 1200silver.

New Building Upgrades:
Improvised Turret Tweaks:
Slight Increase in Damage, Accuracy, Cooldown and Range.

RapidTrigger GunPost:
Increase GunPost BurstShots to 2.
*GunPost Upgrades are now available after researching MakeShift Contraptions

Added New Weapon Sounds
"LaserPew" - For PA Scifi LaserGuns
"HMG" - For HeavyMachineGun's (We're gonna use HMG's a Lot, like a super lot!)
"MG" - For Modern MachineGun Type Guns (You're gonna love this sweet Assault Rifle Sound)

Added New Plant
Cotton - Used for making cloth.

Added new Drug in Concoction table:
Regenulant - heals all wounds and even old wounds but not missing body parts.

Added new mapgeneration code:
TTM Starting spawns should now somewhat follow where the colonists are spawned, if the DropPods and CRT does not spawn it will display an error message to prompt users to remake a game.

Changes:
Stonewalls are now unlocked on Pneumatics Research.
Removed Neolithic Weapons Kit.
Replaced Neolithic Weapons Kit with WeaponsCache.
--Reduced Synoptic Weaponizer Recipe Requirements and WorkTimes:
Increased Gun Part and Shells Produce by 1 and Reduced their Utility Metal Requirements to 3 and 8 Respectively.
Changed Uranium Recipe Requirements to 20Metal and 8Oil
Changed Missiles Recipe Requirements to 10UtilityMetal and 3Oil
--
Reduced Animal Zapper Utility Metal Requirement to 65
Removed Animal Zapper Mk.II Research. *Too OP
Significantly Reduced HerbPlants growing time.
Increased Blast Door UtilityMetal Requirement to 230.
Reduced MissileLauncher UtilityMetal Requirement to 180.
Made *Closed Blast Doors a high priority target for Raiders.
Removed MetalWall Division Requirement for Metal Wall.
Increased UtilityMetal Produce from the Metal Synthesizer to 5.
Changed GunPost Texture.
Reduced Figurine Recipe Worktime, Increased Produce by 2.
Made GasGenerator component built and available after researching ElectronicDevices for 70UtilityMetal.
GasGenerator 'oil' PowerOutput Duration Increased by 25%
Reduced GasGenerator PowerOutput to 1200power
OilLamp 'oil' Lighting Duration Increased by 100%
The C.H.E.S.T now requires its own machine which is bought from a General Items Trader.
C.H.E.S.T Eject button now drops items directly in front of the building.
Changed C.H.E.S.T Texture.
Changed Universal Vending Machine Texture.
Changed Statues Texture.
MakedoTools and CompactBatteries are now craftable in the WorkStation.
CompactBatteries can now be bought from any trader.
Removed MakedoTools from traders.
--Nerfed Static Discharger:
Power Produced now starts at 1 to 100
Upgrade I: 1 - 300
Upgrade II: 100 - 700
Changed Chronicler to 'Fabricator'
Fabricator:
Fabricants recipe changed to (50)Metal makes (125) Fabricants
Converted all Ship Buildings Metal Requirements to UtilityMetal
HandSawmill woodplank making takes 2x more time to make.
Reduced HandSawmill woodlog requirement to 25
Reduced Electric sawmill energy requirement to 150
Increased OilDeposit produce from 3-25 to 11-55
MetalAlloyDriller and GemInfusedDriller metal yield now drops di.rectly infront of the building.
Driller Building can only be built on Rough Stone Terrain.
Increased Domesticated Muffalo pregnancy time to 10days and MuffaloKid Maturity time to 15days
Revised each building requirement description.

Fix:
Closed Blast Doors won't allow shooting over anymore.
C.H.E.S.T should now properly dispense its stored item everytime the displayed stackcount is lower than 50 whenever it has extra amounts to dispense.
Fixed buildings that don't have reconnect buttons.
Fixed Animal Zapper to not affect all Zappers when changing Modes.
#140
not yet, im uploading as of now, check in a few mins and everything will be updated! oh and please download the new and improved tech tree image!
#141
Quote from: Shinzy on August 26, 2014, 04:05:33 AM
But I don't know how much changes you made on it yet, if you made any =P

I made the Tailor's Workstation make Cloth and Leather and with those you can create the base RimWorld Clothes. Thats the only change I made. :D
#142
Quote from: Kitsune on August 24, 2014, 11:09:20 AM
Edit: Oh yes if you dont actualy thinking about it, make the clothes somewhat "useable", cremate them or trade them away. Because if you dont have something to manage the pile of cloth your colonists one day, drown in a ocean of cloths. ;) Somewhere it exists an mod that alow to burn cloths, maybe like to look into it?(At the actual day i never used the apparello mod so i dont know if it have a option for this^^)

-- I didn't have the time to add that yet sooo, next update maybe? :)
ill try to make something that will let you pile up the clothes into a crate and be able to sell them or something like that. :D

Quote from: Scribblon on August 24, 2014, 01:07:05 PMhope you also got the reconnect issue I described earlier.
First of all: "the mutant from space"
Secondly: the "Risk/Reward"-events.

Oh those errors have been reported and i will get to them for the next update of [Custom Events].
--- the Reconnect stuff is already fixed thankyou!

Quote from: thefinn on August 24, 2014, 01:52:34 PM
Awesome, I'd love to see some easier play for the start of the game with power.

I made the GasGenerator available after researching ElectronicDevices and it doesn't require buying anything from a trader anymore.
and also I think the Static Discharger is a viable option and not to OP anymore.
-- dont fret the next update for TTM will be dubbed "Power Generation Update"

Quote from: Saberia on August 24, 2014, 10:37:16 PM
Hello minami~

I just want to know the names of incedents.

Thanks a lot ;D

Which incidents specifically? that starting message is not really an incident its a message prompt for starting the game with TTM.

Quote from: ( Tchey ) on August 25, 2014, 04:05:56 PM
Hi,

I have some troubles to start a game with this mod.

First and only thing i can build is a workbench to make planks, in order to build the work table. But then, i'm stuck. One missing ingredient is "Make do Tool". What is it !? I can't understand how to start my colony.

I play with a fresh install, on a new world, with Minami Craft + Minami Events + Animal Rugs, nothing else.

Can you help please ?

You need to deconstruct the DropPods that came with you during start of the game so that it will give makedoTool and other stuff. Thankyou for checking out TTM!

Quote from: Conred on August 25, 2014, 04:27:49 PM
Is the new update ready?

it is now! but the download will be available later after I finish my class after 2hours from this post.

Quote from: Thalur on August 25, 2014, 06:13:40 PM
Great mod!  I really like the core idea that you have to get the advanced parts from traders, not just from bashing two lumps of iron ore together and magically getting a geothermal power plant :)  I am looking forward to the new version.

yeah, the basic concept of it was to order machines like how we do IRL, we can't really construct something without a factory to make it right?
-- but eventually as the mod progresses i'll turn TTM into a factory workshop that will make machines! sooo, look forward to it soon!

Quote from: Iwillbenicetou on August 25, 2014, 10:21:04 PM
The only thing that upsets me is that you have to manually construct it. I wish it would be made automatically. Or maybe have requirements, if you have this building, you can craft this.

Yeah I know, its frustrating having to wait for the traders just for one piece of machine. but its also a nice thing so i hope you don't get turned away that much :(

---------------------------------------------
Discussion:

Hey guys, sorry I couldn't deliver yesterday.
I had to delay it, because I made significant changes during the last minute, I needed to do another playtest. I didn't want to ruin the new update with some glaring bugs that I missed.

I did catch bugs and they were bad bugs that you guys wouldn't want to encounter.

moving on, I'll upload the new version later as im still in class. watch out for the new and exciting update for TTM!
#143
Quote from: GeorgeOfTheJungle on August 25, 2014, 01:02:19 AM
Yeah. I think minami26 got the wrong idea from my post. I didn't think it was very awesome to have to restart my game due to something so overpowered...

err,, haha okay ill nerf that. the TTM v2.8 update is done its time to make a new update for the custom event now, ill be fixing up the existing events and add 5 new events.
Thank you for the feedback guys!
#144
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
August 24, 2014, 09:59:59 AM
Hello guys, have you checked the damage for the Handcannon, m79 launcher and RPG7 they do little damage.
I think you might need to set a <BaseDamage> something in the projectile def for these weapons.
#145
Quote from: Kitsune on August 24, 2014, 09:33:35 AM
Hm i think with that update it's time to delete the patch files on my upload sites. :'( It makes me a little bit sad... ;_;

Awwwwww, don't be sad Kitsune! you can always make compatibility patches for other mods and new mods. Combining Clutter with TTM is a long time coming and you made me realize it's time to combine the mods. Thank you so much for your help Kitsune!

Quote from: Conred on August 24, 2014, 09:45:06 AM
Thank you man, i m really enjoing this mod so far. I like this more realistic approach. It would be cool if you were applying more things from "superior crafting" mod since you already process metal. It would be fun if in the future cloth was introduced to create cloth and to sell them to Rat traders and also probably replace iron ore entirely with smelted bars since no one is using raw iron in real life to built anything espcially modern tools or power lines. Oil could also use oil refinery so you dont have to constantly click on oil puddles and have it haul to your stockpile and it just refill you tank automatically

Thank you for liking my mod!
-- Clothes making will be introduced starting on the next patch since I have added Apparello which adds a heck of a lot nice clothes and armor. I outdid myself and added Cotton - Cloth and Leather from Raw Meat to be processed in Apparello's Tailoring Machine.
-- The only problem I have with extending the crafting line was because it takes a lot of time and "Micro-Management" becomes an issue.
I have this plan of making factories where you only need Raw Materials on a Hopper and you just set the [Factory] to build a specific Manufactured goods.
I'll be continually updating the mod and hope that you will still be here for more versions to come!
#146
Quote from: Conred on August 24, 2014, 09:20:27 AM
Also could you fix the C.H.E.S.T?

Also probably my opinion but those static charge power plants seem very cheap and after upgrades seem too powerfull to even bother with oil and solar power. I think theres should be some parts available only by traders to build them or they should have some side effects

the C.H.E.S.T is already fixed, the static charger is getting a big bad nerf! also making the gas generator buildable early game with a nice little boost to oil consumption duration time. Expect the fix and a whole new TTM tomorrow!
-- I'm still making the banners and v2.8 tech tree image and i'm still finishing my play test!
#147
Quote from: Shinzy on August 24, 2014, 07:58:55 AM

No, no I think you're mixing it up to something else, it's *clearly* a Psy Co. Gasmaskâ,,¢ from the Urbworlds based Company, Psy Co. from the game Rimworld *ahem*


Riiiight.. and that mask and master yi's........... oh nevermind HAHA!

Might I request Warhammer40k spacemarine armours pretty please? :3
#148
Quote from: Shinzy on August 24, 2014, 08:04:21 AM
big fat NO! It's way more fun collecting them all from dead bodies, same thing with funky coloured clothes
But I'm not sure my opinion on this matter counts! I may be bit too biased towards this =P

That's 1 for "no".
- I did notice after play testing it, I feel the intensity to collect hats rather than making them.
makes you crave them or it's just me, i dunno hahaha.
#149
Quote from: Scribblon on August 22, 2014, 09:30:55 AM
I can't seem to claim structures anymore.

oh thankyou, for reporting this I noticed that the capture button was lost too. It's because of the overlapping Capture command for the muffalo taming. Already fixed for next version!

Quote from: Scribblon on August 22, 2014, 05:46:17 PM
TL;DR for those who doesn't concern the hows: Place your chests not against the walls, keep direct surrounding (1 square) around it clear. Game will not crash but sometimes you need to reset ('dump all contents') the chest to get crafting going again.

Just finished fixing this too! will tweak the eject button to not make it eject inside walls. haha

Quote from: Saberia on August 22, 2014, 10:32:26 PM
This will really help me for TTM(Chinese) translation.

I haven't checked how translations work. but if you are looking inside the .DLL assembly for TTMa6 its in the TTM_StartSpawn.
but if you are looking in XML's only you can't access it yet. I'll try to make it more configurable next time. :)

Quote from: Joshy1111 on August 23, 2014, 02:16:33 AM
Hey can you put the blast door as a entire different mod since it is awesome and I just don't want to get a harder game due to wanting a blast door. By the way awesome mod :)

:D ill put it next to the stunGun thread. after I finish this new update :)

Quote from: thefinn on August 23, 2014, 02:30:03 PManyone with nexus habits will probably download the wrong one like I did ;)

sorry about that, cleaned out the nexus files. Thanks for reporting!

Quote from: Conred on August 23, 2014, 07:04:23 PMI cant basically lose now. The only entrance to my domain is by massive blast door that came along with this mod. Can someone fix this so enemies treat blast doors as actuall doors and attack them?

alright thankyou for this! I only need to designate the Blast Door as a super important structure that needs to be destroyed and its good to go!
don't worry about the raiders, You freakishly made a Blast Door your base is now impenetrable! except when you happen to stumble across some insane events. :D

-----------------------------------------------------
Discussion:

Hi guys, been out for days.
I've been working for the past 3 days on TTM v2.8 and its finally getting released tomorrow!

All I can say is, this will be the best update for a long time!
Apparello is super fun to play with along with being able to craft its armors

Just one question
Does everybody want all the Apparello 'Hats' to be craftable?
- I really don't want them to be, because I want the 'Hats' to be a collectors item.

can everybody post if they want all the 'Hats' craftable? if yes reaches to 5 or more then ill make all of them craftable, else if *BIG FAT "no's" reaches 5 then they'll be collectibles as intended Huzzaaah!!
#150
ermagerhd Borderlands psycho mask... youre a god shinzy. :)) hehehe