More or less. I more intended on replacing water with soil or sand or something like it: some base terrain. This is a big help, though.
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#47
Help / How to fill in water
April 11, 2016, 08:35:18 PM
I created a mod that allows for creation of deep water tiles and edited them to no longer be impassible. There's still a 95% movement penalty, though. The opposite is eluding me. Namely, how does one create a tile to fill in water? I'm about 99% sure the secret lies in </terrainAffordanceNeeded>, I am just missing what the terrain for water is.
#48
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
April 10, 2016, 12:09:14 PMQuote from: Rikiki on April 10, 2016, 09:05:29 AMQuote from: Topper on April 10, 2016, 07:18:51 AMOh my God, I got a family too! Am I such a monster?!?Quote from: Haplo on April 10, 2016, 04:48:32 AM~We~ are your family! Strangers of the Interweb! Only Fascist Nazi Eugenicists surround themselves with genetic relations.
I'm currently working on updating it. Additionally I'll try to make it a bit more modular, so that you can use the parts that you want. Well, at least mostly..
Unfortunately right now my family takes up most of my time, so it is a rather slow progress.
But we'll get there sometime soon (tm)
But I support Sanders, so therefore I am a communist scum! What about my family?
#49
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 16, 2016, 09:52:06 PM
Is there any way to add a large shield/blast door? I enjoy building arctic bases and like having a big shield door like on Hoth. I remember there being one in existence, but I'm not sure it has ever been updated. It acted like a togglable wall.
Edit: OK, I guess it wasn't as hard to find as I thought. Beantek blast door: https://ludeon.com/forums/index.php?topic=12243.0
Edit: OK, I guess it wasn't as hard to find as I thought. Beantek blast door: https://ludeon.com/forums/index.php?topic=12243.0
#50
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.08i [Thingamajigs update!]
January 22, 2015, 12:02:29 AM
Is there any way you can integrate some kind of fencing mod? I don't care for the one included in "clutter" and would really like a wood fence, but the only one I've been able to find is in expanded woodworking which doesn't seem to play properly with this pack. I tried using them all together but the graphics for many different parts were goofed.
#51
Outdated / Re: [MOD] (Alpha 4F) Project K9 (v1.4 June, 18 2014)
August 09, 2014, 09:19:56 PM
Be advised that this mod does NOT work with the colonist creation mod. It interferes with the creation somehow and won't allow you to start the map.
#52
Outdated / Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
August 07, 2014, 08:58:08 PM
Figured out it's some kind of weird problem with the K9 mod. Too bad. I liked that mod a lot.
#53
Outdated / Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.3a
August 07, 2014, 07:08:00 PM
I'm having a weird problem in which every time I click on continue all it does is increase the stats of the first person out of the group. The rest of the buttons work, but I cannot continue and actually start the game.
#54
Outdated / Re: [MODPACK] (Alpha 5) All In One Mod Pack V 1.4.1 Small Update
August 07, 2014, 02:58:09 PM
Also (I just thought of this), is there a mod that allows for preset positions for when your colony is under attack? I seem to remember having one at one point for an earlier version of Rimworld, but I can't find anything that works with 5.
Basically, I would like to build bunkers using a combination of the manned turrets and the walls you can shoot through, but I would also like to have colonists who drop what their doing and man the turrets at the push of a button. Any suggestions?
Basically, I would like to build bunkers using a combination of the manned turrets and the walls you can shoot through, but I would also like to have colonists who drop what their doing and man the turrets at the push of a button. Any suggestions?
#55
Outdated / Re: [MODPACK] (Alpha 5) All In One Mod Pack V 1.4.1 Small Update
August 07, 2014, 02:52:08 PM
Having a great time so far with your bundle of mods. Most of them I already had been using on their own, but some did not like to play well together. One mod I like to play alongside is the K9 mod. I am unaware of any problems so far, but I may suggest it be officially included. The mod author doesn't seem to have updated it in a little while, but minami26 updated it for alpha 5 and it works well (despite the doggies stealing everything that's not nailed down).
About the only real criticism I have is that you kind-of get a little too much too quickly. I really like Minami's tech tree (despite it being rather brutally difficult and too overly dependant on crafting), and would like to see something similar here.
About the only real criticism I have is that you kind-of get a little too much too quickly. I really like Minami's tech tree (despite it being rather brutally difficult and too overly dependant on crafting), and would like to see something similar here.