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Messages - larSyn

#31
Quote from: Madman666 on May 11, 2018, 10:31:32 AM
As always anything you add looks gorgeous. Amazing stuff, larSyn! :)

Quote from: Harry_Dicks on May 11, 2018, 02:02:02 PM
Awesome artwork and mods, as always!

Thanks!  ;D
#32
Added New Mod!

Ancient Structures

Ancient Stuctures adds ancient buildable items to Rimworld.
#33
Releases / Re: [B18] Smokeleaf Industry v1.10c
May 08, 2018, 07:24:28 PM
Smokeleaf Industry
Updated to B18-v1.10c

This is a quick fix for a conflict with the recently updated VGP Fabrics.

If anyone has any issues let me know please.
#34
Releases / Re: [B18] Smokeleaf Industry v1.10b
April 08, 2018, 09:41:39 AM
I tried to get the autotrimmer to work by itself but couldn't figure it out...  :(  I wanted it to run off hoppers, like you guys suggested, but it never got it working.  I could still have them use hoppers for storage and pull from them for the work if it's something people really want.  It would speed up the process a little. 
#35
Releases / Re: [B18] Smokeleaf Industry v1.10b
April 02, 2018, 02:30:40 PM
Quote from: Canute on April 02, 2018, 03:15:10 AM
larSyn,
could you maybe put the changelog text into [ code] ?
At this way you can store older changelog messages too without to expand the OP too much.

That's a great idea.  I'll do it when I get some free time.  Also, I do keep a .txt changelog in the About folder that has all the changelogs in it.
#36
Releases / Re: [B18] Smokeleaf Industry v1.10b
April 01, 2018, 06:44:15 PM
Smokeleaf Industry
Updated to B18-v1.10b
See OP for changelog.

*A note about the solar panels.  They still store the same 1700w as the vanilla panels, but they transmit 10x more power when they are active.  I didn't have time to make a new class to raise the storage capacity, but will look to do so in the future.*
#37
Releases / Re: [B18] Smokeleaf Industry v1.10a
March 27, 2018, 09:24:19 PM
Quote from: Vlad0mi3r on March 27, 2018, 09:23:04 PM
All good buddy just reporting anything I come across is all.

Thanks, I do appreciate it.
#38
Releases / Re: [B18] Smokeleaf Industry v1.10a
March 27, 2018, 09:17:55 PM
Quote from: Vlad0mi3r on March 27, 2018, 06:29:50 PM
The craft chemfuel using smokleaf products recipe at the refinery produces Hempoline not chemfuel.

Oh man, what was I doing when I made this last update... :-\  Sorry, about the sloppy update, I'll get something out this weekend.  Thanks for the heads up.
#39
Releases / Re: [B18] Smokeleaf Industry v1.10a
March 24, 2018, 07:53:47 PM
Quote from: Canute on March 24, 2018, 05:53:49 PM
Zzzzz event isn't caused by batteries anymore (before B18 no Zzzz happen without battery), it is a general powergrid event now.
Because it still happen without batteries.
Batteries or the stored power just increase the explosion.

Ah, thanks for the correction.  In that case, no, the conduits are definitely not Zzzt proof.
#40
Releases / Re: [B18] Smokeleaf Industry v1.10a
March 24, 2018, 05:42:53 PM
Quote from: Vlad0mi3r on March 24, 2018, 07:50:46 AM
The nano sheet solar panel does not produce more power than a standard solar panel. 1700w Nano 1700w standard.

Question on the nano conduit. Does it suffer from Zzzt? I am thinking about re-wireing the base but if its same, same than I will leave it as it is?

Loving the nano sheet by the way you have balanced it very well. Lots of time and energy to make but worth it.

Hempoline is still to valuable to sell IMO I stockpile it for when I want to spam buy expensive stuff from traders 1000 hempoline is a lot of silver.

Thanks, vlad!  I'll look into what I did with the solar panels.  From what I understand about the Zzzt! is that it is caused by batteries.  Meaning if you wired your whole base without batteries, no Zzzt!  I'm not 100% (never checked the code for it) on that but I've read it a bunch of times.  As for the hemp conduit, it's essentially the same as normal conduit, but it has 1 beauty and a slight glow to it, so it can be exposed with a small bonus.  I figured that was fair trade for how expensive it is.

One of the last things I plan on doing for SI, is an economic rebalance.  It will probably be the final update for SI.  If anyone wants to weigh in on the subject, I'm open to ideas.  This mod can allow for easy "kingpinning", especially in late game, and I would like to find a way to balance that a bit more.
#41
Help / Re: destroyOnNoFuel and fire overlays
March 21, 2018, 02:24:42 PM
Ha!  That worked!  I also had to delete a couple lines in CompProperties_FireOverlay (the fire size and offset settings) but that did it.  Thanks so much for your help!  :)  I'll be sure to include you in my credits/thanks section once the mod is up!
#42
Help / Re: destroyOnNoFuel and fire overlays
March 20, 2018, 05:11:57 PM
Thanks for helping a noob out, jamaicancastle, I really do appreciate it.  I tried what you suggested and was able to get the fire to not appear without fuel, but now it doesn't appear once fueled.  Here's the code that i have now:

[StaticConstructorOnStartup]
    public class AS_CompFireOverlay : ThingComp
    {
        private static readonly Graphic FireGraphic = GraphicDatabase.Get<Graphic_Flicker>("Things/Special/Fire", ShaderDatabase.TransparentPostLight, Vector2.one, Color.white);

        public AS_CompProperties_FireOverlay Props
        {
            get
            {
                return (AS_CompProperties_FireOverlay)this.props;
            }
        }

        private CompRefuelable refuelableComp;

        public override void Initialize(CompProperties props)
        {
            base.Initialize(props);
            refuelableComp = parent.GetComp<CompRefuelable>();
        }

        public override void PostDraw()
        {
            if (refuelableComp == null || refuelableComp.HasFuel)
            {
                base.PostDraw();
                Vector3 drawPos = this.parent.DrawPos;
                drawPos.y += 0.046875f;
                AS_CompFireOverlay.FireGraphic.Draw(drawPos, Rot4.North, this.parent, 0f);
            }
        }
    }


I'm probably missing something simple here.  Again thanks for any help. 
#43
Help / Re: destroyOnNoFuel and fire overlays
March 20, 2018, 11:37:16 AM
Ok, so I was able to figure out that the fireOverlay needs to respond to receiveCompSignal, but I still can't figure out how to get the fire graphic to disappear when the "RanOutOfFuel" signal triggers.  If anyone could help, I would greatly appreciate it.
#44
Releases / Re: [B18] larSyn's Mini-Mods
March 20, 2018, 10:05:39 AM
Better Sandbags

Update to v1.1

See the changelog in the OP for details.
#45
Tools / Re: [A17] CompFX (Tool for Modders)
March 19, 2018, 02:46:02 PM
OK Thank you!  :)