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Messages - Heymom

#76
Releases / Re: [B18]DESurgeries - 03/12/17
December 06, 2017, 09:23:06 AM
Quote from: kaptain_kavern on December 06, 2017, 02:14:58 AM
Hi there Heymom,

TBH I'm not even sure both mods are still compatible. I was able to reproduce the same issue as you described. But after looking in the code I'm not sure why this option is showing with a bionic spine but not for a bionic eye for instance.

I will try to find out more but I really don't see why though ....
Thanks for reporting




I updated the mod for fixing the "repairing rib" surgery that wasn't working at all
np, we all have an interest in getting as much of it to work i presume :)

update; Changing mod load order, didnt make a difference for me.
#77
Is James still playing? if anyone can update the JTexport mod.. i be grateful, its a must have for me :(
#78
Releases / Re: [B18]DESurgeries - 03/12/17
December 05, 2017, 01:31:57 PM
If i install a bionic spine (EPOE), i get get the option to use DEsurgery to fix said spine.. is that intended ?
If i choice to fix it, i remove the spine implant.
#79
Releases / Re: [B18][MODLIST] Glitter Tech
December 01, 2017, 05:01:35 AM
Quote from: Sam_ on November 29, 2017, 08:49:16 AM
Minor updates on the github repositories.

Glitter tech: Auto mortar and heavy conduit bugfixes
Furnace: Industrial vent added, updated furnace graphics
cant get any of the auto mortars to force target. It can force target on random spots, but not working as intended for sure. Oddly enough you can force target inside the minimum range.
#80
Quote from: Canute on November 29, 2017, 04:43:52 AM
The problem is, you can't select single tiles like you can do with objects/pawns/animals.
But without these selection you can't do a +/- .

When i doing terraform work, i don't watch the colours, look at the description for the required terrain type iam looking for.

not sure what you mean by selecting tiles, i suppose a the way to handle that would be to do a switch statement or smth, and output the tile the user wants, then calculate the layer count and add some costs.. haven't looked into it myself. But that's how i would think its done.

Either way, even looking at the text to find out what i need to convert a tile, i still found rather tedious. But i am using "Buildable Terrain" now, which does exactly what i need. After all, terraforming aint ment to be balanced for vanilla :)
#81
Quote from: Highlandman on November 26, 2017, 08:57:11 PM
I, for one, would love an update to JTExport. That's a time saver, that one.
+1
#82
Hey, thanks for the mods first of...

I feel that the terraforming is a bit over complicated, mainly finding which "button" to click. I am color blind, so the color indications on the icon doesn't help me, and i am finding it very tedious to terraform now sadly, as its something i do in all my games.
Any plans to make it easier or use alternate ways a +/- from current tile for instance? deep water -> rock.
#83
Quote from: Zookes on November 23, 2017, 09:43:36 PM
Here's a mega link to a quick re-branding for B18 that I've been using alongside a healthy implementation of Oblitus' kindly tweaks and fixes; common syntax errors tidied up to some satisfaction. I haven't touched the library, so if something mysteriously explodes 2 hours into your next colony, you're free to lay blame and throw terrible insults my way. Then, in the aftermath, hopefully pause for a moment of introspection -- and at the threshold of enlightenment, thoughtfully acknowledge that I warned you and it's your own fault for using it in the first place.

Enjoy!


https://mega.nz/#!USIBzRaL!4iEnJCQdOM77xpnXd19CyBioRVGRIgOC4-RvSDkHqQ8


EDIT: posted the wrong version

I tried this, and it seems the laser turret is still acting oddly.

Exception ticking LazerBeam27450: System.MissingMethodException: Method not found: 'Verse.Thing.TakeDamage'.
at Verse.Projectile.ImpactSomething () <0x00411>
at (wrapper dynamic-method) Verse.Projectile.Tick_Patch1 (object) <0x0036c>
at LaserBeam.Charger.Tick () <0x00010>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#84
I really need the shield mod :) i use the fortress and the SIF in particular in all my breakthroughs playthroughs.

Using most of your mods! Keep up the good work.
#85
Releases / Re: [B18] TMagic - Magic for RimWorld
November 27, 2017, 08:03:53 AM
Interesting mod, but with a large colony and multiple "mages". Its hard to micro manage, any chance we will see a auto combat? Using the spells like it was a normal equipped weapon. Perhaps with a "do not use" setting etc.

regards.
#86
Please update to 18.
#87
Outdated / Re: [A17] T-45b Power Armor - 26/08/2017
November 27, 2017, 04:43:32 AM
Please update this for 18.
#88
Hey. I am having issues with TML. I am after the best protection leather, and the tier ranking for this, is not correct. Would it be possible to make a sort() option? so we can place tiers after what we are after in a particular game.

smth like;
sort(protection, insulation, value)

regards.
#89
I cant seem to get the Livestock to work for buying. Is that only for selling what you already have?

I set up a order to buy a animal, and after a while it just vanished from the list. I can sell my own animals, but doesn't seem to be able to buy new ones.
#90
<quote>Yeah, you can create a colonist that lays chicken eggs twice a day. It's hilarious and disgusting.</quote>
Haha, ohh dear.. practical tho :D