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Messages - minami26

#181
just use a grenade for the buzzant hill, takes only 3-4 throws. :)

For those who doesn't like how common Earthquakes are do this:
1.Go to your RimWorld folder
2. Go to Mods =>TTM Custom Events A5 => Defs => IncidentDefs
3. Open TTMCustomEvents_Incidents.xml with Notepad
4. look for:

<IncidentDef>
  <defName>Environment_Earthquake</defName>
  <workerClass>TTMCustomEvents.IncidentWorker_Earthquake</workerClass>
  <favorability>Neutral</favorability>
  <chance>5</chance>
  </IncidentDef>

5. change <chance>5</chance>
the number in between the <chance>
change it to whatever lower digit.
for example 1 or 0.5 to make it happen less, or 0 if you want it removed completely.
#182
Hello guys, here's an unofficial patch for ProjectK9. This is a beginner patch im still running through Pidggit's code so go easy on me :)

I've attached the patch below. hope you guys like it!

Issues:
- Naked/Sharing Bedrooms thought, I countered this by adding a Colony's Pet thought so that the dog's mood will not plummet.
- Dogs haul anything on the map, Forbidden or not.
- Dogs get food that are being eaten. *Just press the Fetch button for dogs to not get the food.

Known Bugs are still there.

Changelog!

Updated to Alpha5

Added:

Fetching Toggle Button:
Toggles Fetching of items for dogs.

Research:
Dog Taming - Before you can Tame Dogs you have to research this first.

New Mechanics:
Added Chance of Taming, taming depends on "Taming" Skill level.
Level * 2 = SuccessRate%
e.g.
Level 3 = 6%
Level 4 = 8%
Level 5 = 10%

and a 15% of being Bitten on an unsuccessful attempt.

Check Taming Level Manually by Hovering your mouse pointer over the Taming Skill Overview in the Character Tab


Download:
ProjectK9 A5 Download Mediafire Link
#183
sry for the lack of reply guys, my exams just finished. im totally gonna crush these bugs!
:D see ya in a couple! gonna update soonest!
#184
hello guys I have contacted Pidggit and will be Helping him update this awesome mod, I'll be posting an Updated version for ProjectK9 soon.

hope that's got your jimmies rustled. lol
#185
Mods / Re: Forced Incapacitation
July 22, 2014, 03:24:32 AM
I made a stungun mod. but it hasnt been updated do you want it? it just incapacitates everything you fire it on.
#186
Mods / Re: [Request] Don't go into the dark
July 22, 2014, 03:22:21 AM
its the BlackVoid Event on the TTM Custom Events mod. basically you just have to have lights in your colony for your guys to survive.

it's complete with freaking voids that are rampaging on the map killing every human they see, and lasts for a day or less.

Check the screenshots on the thread, its featured on the mod.
#187
specifically you can get CRT on the CallOrder Vessel. but you don't need that. you only need the Computer Terminal which is sold by many traders to make a Research Bench. make the Research Bench Instead.

@Oragepoilu
what RimWorld version are playing specifically? Can you post the screenshot of that error? that's a very weird error because the error lines you posted has something to do with the Map. in which I ddnt really modify anything in the map.

how about clearing your AppData/LocalLow/LudeonStudios Folder by deleting that. *This will delete all your saves. be sure to copy them. and Start your Rimworld for a new Config for your Rimworld files.

@Eivind
most save game bugs is caused by CCM, I havent looked into it. im busy with exams this week. I'll be checking it out :)
#188
I really don't know what to do with that error. It's the Colonist Creation Mod. I guess it ain't really compatible. :(

you can ask argain for that. I've done my part. I'm reading his thread and I think that error is from his mod for version 1.5 it's still not stable yet :)

I'm just gonna leave this here. :)


#189
there's an 18 after 14. loool
at least it worked! :D if you play with only CCM and choose 5colonists to start with, does it drop 5 dropPods at the start?
#190
sorry about that I ddn't test it. here's a new one that I totally tested and is fully compatible.

Follow these steps thoroughly.
Download CCM Compatible MapGen for TTM File Here

1. Download CCM Compatible MapGen File
2. Go To => RimWorld => Mods => TechTree Minami A5 => Defs
3. Delete "MapGeneratorDefs" folder
4. Go to the Downloaded CCM Compatible File. Extract its Contents.
5. Copy Extracted "MapGeneratorDefs" Folder to RimWorld => Mods => TechTree Minami A5 => Defs
6. Open RimWorld => Go to Mods Section
7. Uncheck all mods. Except Core
8. Check all other mods you use *Except Colonist Creation, TTM, CustomEvents.
9. [*IMPORTANT] Check Colonist Creation Mod FIRST!
10. [*IMPORTANT] Check TechTree Minami A5 then Check TTM Custom Events LAST.
11. Play the Game! and see if DropPods and CRT has spawned.
12. Report Here if still not working.
13. Tell me how my mod is doing.
14. Finally instructions worth following!
18. Did you know that I watch anime and that I'm half japanese that doesn't know nippon?
15. Hey i'm still using another computer!?
16. My second name is minami.
17. for the lulz.
20. did you know that there's no 19! what!?!
21. as always thankyou for playing TTM. and go tell argain ive made a compatibility patch for his mod and mine, P.S tell argain how awesome his mod is. :D -minami26
22. Someone changed the title of this THREAD!? O: whoever you are!! scareehh..

I tested it. Should be Properly working. Here's a Screenshot:


hooo. compatibility.. :(
#191
Colonist Creation Compatible MapGen.xml Here ya go guys a Colonist CreationMod Compatible MapGeneratorDef xml file.
It's the TTMSpawns that come with the guns guys. I thought someone might get it.
But then you can't spawn the OilDeposit if you don't add it too. So I made a compatible one. and it should probably work I ddnt test it Im on another computer.

just delete the TTM_MapGenerator.xml and replace it with ColonistCreation&TTM_MapGenerator.xml in this file and i think its good to go. try it out.

Quote from: Kitsune on July 17, 2014, 12:14:23 PM
-snip-

Thanks kitsune, most of the problems you guys is because of what kitsune is reporting, I kinda fixed this problem in alpha4 but I tried to put <leaveResourceswhenKilled> on. I guess I ddnt focus on it that much because my colony never gets destroyed. hehe.

What happens with tables(x0) is that its picking up nothing. A "Table" thats 0 amount. so it makes an error that it's not picking up anything! why am I picking nothing! haha.

to prevent this for now. Go open up your debug menu.
Go to option=>debug mode on
and use debugtool Destroy. and click on that (x0) item to destroy it. because its nothing it should get destroyed.

im gonna update with a fix.

thank you so much for playing with TTM! :)
#192
Quote from: Kitsune on July 16, 2014, 09:31:53 AM
Thank you for the work, after eating and kicking away my darling i'm testing the new version. ;)

Dude can you report here if the Signal Beacon is working? use the Signal CallOrder Vessel and see if it works.

everything works perfectly fine on my side, maybe because i have a clean game, and it's only Tech Tree Minami and Custom Events activated.

Quote from: vagineer1 on July 16, 2014, 09:48:12 AM
How do you get Utility Metal? And how do you build a Bulb?

Utility Metal is crafted on the MetalSynthesizer on the Production Tab, you need to research Metal Synthesizing first.

The Bulb is crafted on the Metal Works. that also needs Metal Synthesizing Research first. :)

----------------
can everybody tell me what other mods you are playing TTM with?
Because everything is fine in my version. I don't know what to fix really :(
#193
Quote from: vagineer1 on July 15, 2014, 07:12:49 AM
Yes I have placed everything which the fireplace uses appropriately. It just seems that nothing is happening. I have also placed the correct amount of food and wood.

as long as its, Griller:FirePlace:WoodPile it should work. I wonder what's happening. is it lighting up? does it ever set on fire? does it glow?
can you send me the save?

Quote from: Kitsune on July 15, 2014, 08:18:31 AM
I have a little idea, if i'm not wrong and it already works that way. The electric sawmill, is it possible to let them work as the fireplace? They get the energy and an hopper with wood, an colonist set it to work and it works automaticly alone. Because it works exactly as the manual sawmill but needs energy the same amout of wood and an colonist? If i'm wrong and its better, so say me what it makes better as the manual sawmill. ;)

That's actually a nice idea. I'll try to implement that!

Quote from: Killaim on July 16, 2014, 06:18:35 AM
would be nice if you could somehow manage to build the advanced items yourself.

having to rely on the trader is a bit annoying - though could be a good way to get a headstart

just make it hard to produce the items inquestion

I'm still halfway to finishing the mod. I'm still thinking whether to go the Industrial Craft way or Factorio for that matter, or stick with RimWorld crafting style less of a hassle really.

Quote from: BlackDog on July 16, 2014, 12:02:30 AM
Something i'm wondering about this mod when i looked at my Trader menu and the things I was capable of produceing, is it possible to make a fully self sufficiant colony? Meaning I don't need to buy a drill machine from a trader, or a gunbuilding machine from one as well if I wanted another, i can simply build one myself with the correct production line?

sadly, TTM is not yet on the Self-Sufficient production line. I'm still halfway there :)

I'll start with the plans for Self-Sufficient colony in the next versions. I like planning like that :)
I'm looking over Factorio style of things. but then it's much of a hassle. so i'm still finding balance and more like searching for ideas to implement the self-sufficient line. :D
#194

Hello guys, this update should hopefully fix the no events happening bug and added more options for traders to arrive in the colony, I've added localtraders and an Option to negotiate with Raiders in the Signal Beacon.

I have made TradeShips feel a lot like Ships and made them have more stocks and silver and sell at lower prices even on the CallOrder Vessel.

The LocalTraders deals with some items and priced depending on the items they have.

also made the AIpersona core buyable from the CallOrder Vessel in case you are super rich and want to get out of this RimWorld.

also added and changed a lot more stuff. check the changelog!

Heres a full changelog for v2.6
v2.6
Added:
Added a Starting Lettermessage to tell what to do with the DropPods and CRT at the Start.

Local Traders:
Once Every month there will be a localTrader coming on the second half of the month.
The local trader will trade some items in its respective trader type.

New ShipTrading Mechanics:
Every month there will be a 45% chance of a Tradeship coming.

Static Discharger:
Produces low power erratically varying from time to time.
Check its Info Button for more information.

Made PlantHerbs sowable in the HydroponicsTable.

Added Figurine recipe in StoneCutters Table
*Figurines are an income source item.
*Figurines can only be sold to LocalTraders.

Made AI Persona Core buyable from the CallOrder Vessel.

Added 2 new menu options in SignalBeacon:
Signal TradeShip: Signals a TradeShip but Raiders may come!
Negotiate with Raiders: You can now Negotiate with raiders to stop their attack, they're greedy bastards and wants a lot of silver! (They may backstab you!)


-Changes-
Scrap Power Bank:
Now stores a max of 500energy.
now 1x2size and modified texture.
(this is needed for the Original ShortCircuit Event to work and to prevent a gamebreaking bug.)

CallOrder Vessel now sell items at normal prices.
Tradeship Vessels now sell items at cheap prices.
Tradeship Silver and Items Amounts Skyrocketed.
Modified starting battery packs amount.
Changed "CallOrder Signal Beacon" name to "Signal Beacon".
Made Signal Beacon building restricted to Unroofed areas only.
Removed Custom TTM ShortCircuit Class Restored the original ShortCircuit Class.
Lowered NetTrap movement speed slow to half.

-Fix-
This update should hopefully fix the no events occuring bug.
(Tested it thoroughly and im happy to say that more events are happening again.)


This update may have made TTM easier, but i think for the sake of fun and not stress it's a gamble im willing to take. :)

Also if you are not Getting A Starting Message on the Start of a game upon activating TTM, then some mod may be conflicting with the MapGeneratordef.XML
#195


Hello guys, I was waiting to finish the new update to TTM to release this fix for the Black Void.

Thankyou for playing with TTM CustomEvents!

v2.1.2
Fixed:
[Black Void Event]
Now ends properly.
Optimized void spawns so that they will not produce unpathable error and spawns naturally.

Changes:
[Earthquake]
Changed how earthquake works.
There will be areas that will be heavily affected by the earthquake.
does not spawn chunkRocks in random areas anymore.
(This is to prevent Compressible Things Error.)

[RaiderSyndicate]
Added a Condition so that it will not occur on very early colonies.

[Flu]
Increased restlevel so that it will not stay veryTired with a -20debuff.
reduced mood debuff from sick thought to 2.

[Raid Kidnappers]
Fixed event happening over and over again when loading a save.

Removed modified ShortCircuit class and restored the original.