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Messages - captainradish

#46
Help / Re: How to fill in water
April 13, 2016, 02:32:45 PM
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.
#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
Quote from: Rikiki on April 10, 2016, 09:05:29 AM
Quote from: Topper on April 10, 2016, 07:18:51 AM
Quote from: Haplo on April 10, 2016, 04:48:32 AM
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)  8)
~We~ are your family! Strangers of the Interweb! Only Fascist Nazi Eugenicists surround themselves with genetic relations.
Oh my God, I got a family too! Am I such a monster?!? :o ;D

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Outdated / Re: [A12d][ModPack] The ModVarietyPack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
#50
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
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
Figured out it's some kind of weird problem with the K9 mod. Too bad. I liked that mod a lot.
#53
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
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?
#55
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.