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Messages - Heymom

#61
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 27, 2017, 01:54:19 AM
Quote from: Kiame on December 26, 2017, 11:14:24 PM
Heymom

I downloaded the version on github and used that to see and everything appears to be up to date with that version and i can build it w/o a problem (doesnt disappear once it's built)
Which version did you use, the one under release or the master ?

I might have broken my game, not sure..

Edit; Clean install of the game. Check the screen shot for specific errors.

https://imgur.com/a/kY0Sw
#62
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 26, 2017, 11:02:32 PM
Cant test the changes. Using the master from github. Research and building works fine. But after completion of the build. The storage container vanishes.

If i download the release branch. No changes have been made.
#63
Releases / Re: [B18] [KV] Infinite Storage [ModSync]
December 26, 2017, 10:43:24 AM
Just tried your mod. Since i have a ton of stuff, and having huge areas just for storage, seems like a pointless concept for me at this point.

But i ran into some issues. Most importantly that i cant see what is actually stored in the containers? Clicking the filter icon, brings up a empty frame with a input field in it. Typing anything and hitting return, only does a "new line" and nothing happens.

Is this a known issue?

Edit; did some further testing, it seems to be the "Artificial AI core" 's i had that are causing the issue. They dont show up in the list at all, and searching for them returns "nothing".

edit2; seems poison ships are now indestructible o.O I cant damage them at all.
#64
Help / Re: [A18] XML Auto-Documentation
December 24, 2017, 10:37:00 AM
Quote from: kaptain_kavern on December 23, 2017, 09:15:02 AM
It's automatically made with a script, hence for the auto.

This is "just" a list of all XML tags used by the game
Ahh, thought it was like a F1 ref. in compilers..
#65
Help / Re: [A18] XML Auto-Documentation
December 23, 2017, 04:06:34 AM
How does this work? if i download the html page, its not translating the code. aka not much auto about it :D
#66
Help / up-todate Turret modding guide?
December 23, 2017, 02:33:43 AM
Hey i am trying to make a simple EMP turret, but its not going so well for me.

I am looking at current turret mods and trying to make a the defs while referring to the http://rimworldwiki.com/wiki/Modding page.

The problem is that the wiki states the examples are from alpha 11? so i aint sure if the mods i am looking at or the webpage are wrong.. because they dont match classes etc :)

example:
wiki structure;
BaseGun
BaseHumanGun   
BaseBullet

mod structure (more vanilla turrets);
BuildingBase
BaseBullet
BaseHumanGun

There are also some tags that aint in the wiki.. ya so kinda confusing, the turret mod i am using as reference, ain't updated correctly either its a quick fix.

Hope my post makes sense..

edit: up-to date, as in for B18.
#67
Quote from: Jan2607 on December 22, 2017, 01:29:34 PM
Marnador will you do an official update to this? And I would love to see more turrets :)
Agree, update + more turrets would be great.

Cyber/laser turrets for late late game, would be just perfect. Maybe do a version of each current turret for late game?

Ideas (all auto turrets);
Laser sniper, slow but deadly!
Laser shredder, fast and wide, but weaker
EMP turret, thinking like mid fast, mid damage but with a stun%
Plasma turret/mortar; emp + fire %
#68
Releases / Re: [B18][MODLIST] Glitter Tech
December 18, 2017, 05:12:56 PM
Pretty sure you are right, sadly! :) cheers for the clear-up.
#69
Releases / Re: [B18][MODLIST] Glitter Tech
December 18, 2017, 03:42:31 PM
Does the EMRG turret fire EMP rounds? they dont seem to stun or anything.

Looking at the Defs;
      <projectile>
         <damageDef>Bullet</damageDef>
         <damageAmountBase>80</damageAmountBase>
         <speed>200</speed>
      </projectile>

shouldnt damageDef be EMP?

edit; lastest "official" release; I cant focus/select target with turrets.
#70
Quote from: wwWraith on December 17, 2017, 03:18:08 AM
Heymom, probably you should add <li>
   <compClass>CompQuality</compClass>
</li>
in <comps> section of those bed's defs.
Thanks :)
#71
How do i apply QualityBuilder to other mods?

By that i mean, the ability to effect build quality. I am using a "hospital" mod called "Fast Regen", that has beds in it. But when i build one it doesn't give the option of QualityBuilder.
It could be that the fast regen mod, doesn't have the quality variable at all. But i cant figure out how to give it a quality build attribute.

any help is appreciated.
#72
Ideas / Remove forced slowmotion
December 09, 2017, 02:30:03 PM
as title.

Its rather annoying to have to watch in slow motion as the pawns put out fire etc.. give us an option to disable this.
#73
Releases / Re: [A17 and A18] Bone Mod V1.4
December 09, 2017, 05:25:05 AM
any status on this one? was looking forward to those floors of the dead :D
#74
Releases / Re: [B18]DESurgeries - 06/12/17
December 07, 2017, 05:31:39 AM
Quote from: kaptain_kavern on December 06, 2017, 06:21:45 PM
It's been a long time since I used another medical mod TBH, but now that I'm more awake than last time I replied I just thought about something else.

I'm not really sure there is a real advantage to use E.P.O.E. with DESurgeries together, I mean since EPOE 2.0, no? I would like to know more about that. Maybe there some things I can do regarding that in the future.

And I also know that RBSE mod is kinda like having EPOE + DESurgeries merged together, maybe it could be interesting for you?
I honestly havent checked as of late. I originally started using DESurgeries because of scar/brain and age injuries. Which EPOE didnt have at the time. So its just a basic mod for me at this point :)
Never tried RBSE as it looked more like a balanced version..

edit: Did some more testing. If i set a work bill for a implant (EPOE), it will continuously make that item regardless of my bill. Found out after auto running it. I had 200+ bionic spines etc..
Seems there is some incompatibility with the 2 mods or something else i messing up.

Mods that i can think of that share some co-existence:
DESurgeries
EPOE 2
Harvest Everything