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Messages - Dubwise

#31
never looked at reddit
#32
updated mint menus with a new custom infocard to show a lot more info about the recipe and product, and the icons now tint
#33
its just a normal building so that's just how raiders target, they set fire to your crops too so they are just looking for ways to piss you off
#34
I followed these bugs involving wounded pawns and administering things on steam and uploaded fixes on there and here over the last week so it should all be fine now if you get the latest build.

The septic tank just reduces sewage over time it doesn't provide clean water, to prevent contamination just don't let wells overlap dirty stuff like sewage or graves or drills or make a filter.

For mint menus i'm using the standard infocard utils in the game and i have it show the infocard for the product if there is one rather than just the info for the bill, i have plans to add in a tiny skill requirement line in the listings and maybe different info in the tooltip on mouse over, but to do more detailed info on the card i have to copy the util and modify it a bunch, and ui takes ages to do so its not a high priority right now.
#35
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
November 01, 2018, 05:39:57 PM
it is already in modules, all of my other mods, and doing air is pretty much not possible for vanilla rimworld what with the million different variables involved with animals plants raids mods and so on, it requires a total conversion to do it or its easier to just make a new game from scratch
#36
Releases / Re: [1.0] Rimatomics | Rimefeller
October 30, 2018, 11:48:03 AM
changed it
#37
Releases / Re: [1.0] Rimatomics | Rimefeller
October 22, 2018, 07:42:20 PM
still never getting notifications for posts on here, best to find me on steam or my discord since the notifications for the forum never come through and i don't check here for days at a time.

The pipes for each mod don't connect, they overlap, i just checked it by running pipes from all 3 mods over each, if they are connecting for you then something went wrong with your install or download or mod conflicts or buggy mods, the usual suspects.

I can't add materials from other mods, that would require everyone have that mod, you can mod the costlist's yourself to add materials from other mods though

To install mods into the energy weapons you first finish the weapon project, then the project for the module, then craft the upgrade at the rimatomics machining bench, and then click on the weapon and click the button for that upgrade to designate it to be installed.

The oil reservoirs are unlimited, but the wells have a pressure value which drops when its used, and rises again when its shut down, so you just have to manage a few wells to make them last forever.

To make depleted uranium you need to research fuel processing, that should tell you how to go through the process with the result being DU and plutonium

The hitpoints of a wall or door decide how much radiation is absorbed, with 1000hp being 100%, then each extra wall it has to pass through reduces it again
#38
did you do what the guy above did?
#39
er, maybe you had a bad zip extraction or something, or you have other errors during load causing it
#40
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
October 13, 2018, 08:47:34 AM
i need to finish the mod, then i'll think about it, and its easy to swap between vanilla and mars since b18 because it auto enables the mods when you load a save, and i'll probably put in a check to disable all your mods when mars boots up unless they are on some kind of whitelist because hardly any will work
#41
i noticed it in my test game too, but the only thing that ever applies it is the hygiene need or the bladder need, and the animal didn't have either, there is literally no other code anywhere that touches that hediff, so all i can think is that in my case i had those needs enabled on pets for a brief period while testing some code which resulted in the animal getting bad hygiene, but when switched off it got stuck on, and then maybe for other people playing the mod an error during level load from another mod caused the patch that does the needs checks to fail and pets ended up with the needs for a while, even if not visible in the need bar for whatever reason, or just went unnoticed, seeing as the need HAS to be present on the pawn for the bad hygiene to appear at all
#42
the pet would have to have had the hygiene need for that to happen, but you can't enable it for pets, so i have no idea how that could have happened
#43
Releases / Re: [B19] Rimatomics | Rimefeller
October 06, 2018, 11:53:28 PM
all the buildings need power to work, no status lights means the core is unpowered
#44
i know about the esc thing, but i already have a function to ignore case, its working fine in my game
#45
updated everything to 1.0