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Messages - bess666

#1
I made a small mod. Bolter turret from wh40k DOW2 :)

license: You may do whatever you want with the code in my mod as long as you dont use it to make money in any way shape or form. This includes taking donations. Include author me :)

P.S. for those who care licenses.

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#2
Outdated / Re: [A14] Adeptus Astartes -
August 01, 2016, 07:23:30 AM
Quote from: SpaceDorf on July 31, 2016, 03:09:03 PM
I thank you, for your mod,

just a few days ago I found this poor seemingly abandoned piece and thought maybe I could fix it up a little by myself
but I failed so far ..

Warhammer 40k Weapons
https://ludeon.com/forums/index.php?topic=11953.0

So I am glad the Emperor called to you and the Astartes will be coming cleanse the Rim

I made a mod for myself. I used texture of this mod and Warhammer 40k Weapons.I can unload test version here.
#3
Outdated / Re: [A14] Adeptus Astartes
July 29, 2016, 10:47:43 AM
Quote from: TrashMan on July 29, 2016, 05:34:19 AM
Well, plenty of great 40K mods that just died for one reason or another, so have at least something:
http://www.mediafire.com/download/1nd2mdal0p6946a/%5BA14%5DAstartes.rar

CONTAINS:
- power sword
- power axe
- chainsword
- power fist
- power maul
- crozium arcanum
- force spear
- storm bolter
- heavy bolter
- assault cannon
- flamer
- astartes power armor (and helmet)
- Terminator power armor (and helmet)


I finished the first version at work and I don't have Rimworld here to test it ATM,  and I won't be able to do any testing for a few days, but I don't want to wait ......sooooo... no guarantees it will work.

The flamer is most likely to cause trouble, so just comment it out or delete if it does.
Alas, no screenshot either.

It looks great! I made a mod for myself use your textures.
https://ludeon.com/forums/index.php?topic=8387.msg84232#msg84232
#4
Quote from: notfood on July 28, 2016, 08:07:14 PM
I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

I think it is right remove the mend work type and replace it with to crafting.
#5
Quote from: notfood on July 28, 2016, 08:07:14 PM
whew. Huge overhaul, I rewrote everything. It no longer uses strange item tabs, back to the bill system, you can toogle outside/inside right from the table commands. For the mod packer, you can change everything now, everything! Work to make, the recipes, you don't even need to use them in the same mending table.

I was debating into removing the mend work type, need advice here. Maybe roll it down to crafting? or tailoring? or smithing? It's per table... Removing it would make it save compatible, also uninstallable.

Please test this before I release on Steam. I tested it a lot but there may be issues.

1 component lasts a lot now, 6 more times than previous version. May just make a new item for fuel in next version, mending kit?.

The CCL is optional in the CCL version. If you don't use CCL, it'll spew an error you can ignore.
easymode version has energy halved and component consumption removed.

I test is easy version, and I got an error when I was repairing electric rifle.


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Geyser spray sustainer still playing after 1000 ticks. Force-ending.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Gun_ChargeRifle35511 tried to de-register out of bounds at (-1000, -1000, -1000)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Tried to spawn already-spawned thing Gun_ChargeRifle35511 at (123, 0, 107)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Setting up 1 worker threads for Enlighten.
  Thread -> id: 62c -> priority: 1
#6
Quote from: notfood on July 27, 2016, 03:48:50 AM
Yeah... It could use some balance. What do you think it's an appropiate value?

Your version of  mod with  components of a balance. My version is closer to the original mod. I think the balance is not necessary to change.  :)
#7
Quote from: notfood on July 26, 2016, 04:05:18 AM
Understandable. To make the error go away if you aren't using CCL delete the folder Mending/Defs/ModHelperDefs

Thanks for good job. I removed the components of fuel and reduced energy consumption to 200w

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#8
Quote from: notfood on July 26, 2016, 03:33:52 AM
Can you test this? I made some changes. It has its own research behind Electricity. It requires components as fuel. Roughly 1 component repairs 200hp. I think it's balanced but I'm used to HardcoreSK balance... Maybe the fuel and power values need some tweaking.

Beta Mending_0.14.0.1

Optional CCL Makes only consume energy when it's being used.

If you load it without CCL it throws an error you can ignore, but why aren't you using CCL?

I do not want to use CCL. Only mod need no additions
#9
If you will fix this mod is good! Can you change skill to create WorkType_Mending
Quote from: falcongrey on July 22, 2016, 10:13:14 PM
I found the source code and trying to work on a WORKING update for the mod. I seem to have hammered out all the compiling errors so now I'm trying to fix the definition errors. (This last part is got me banging my head...)

Current hang up is: Failed to find Verse.ThingDef named TableMender.

So no one hold breath. But I'm getting there. :)

If you will fix this mod is good! Can you change skill WorkType_Mending  to Crafting  :)