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Messages - Harry_Dicks

#181
Quote from: Ruisuki on February 28, 2018, 11:22:54 PM
Quote from: Harry_Dicks on February 28, 2018, 07:55:56 PM
Quote from: Ruisuki on February 28, 2018, 07:39:31 PM
Quote from: 15scavenger on February 28, 2018, 07:11:28 PM
HOLY SHOCKS! THIS IS SUPERBLY AWESOME!!! well i saw someone posts that he or she requesting 2door mods but this...THIS IS NOT WHAT I WAS EXPECTING!!! AWESOME!!
he

I am confident that this has been a long requested feature by many people :)

In the GIF it looks like the pawns get slightly slowed down when going through the blast gates. Do pawns normally get slowed down when going through all doors, is this normal behavior?
If by several people you mean me, yes. Legit happy rn gj jecrell

Oh it was you that started the whole idea of 2 cell wide doors? Whoops, sorry bud, I didn't know that was yours. Thanks to you too then, Ruisuki! I'm glad Jecrell and the commissioner decided to listen to your idea. ;)
#182
Also recommend setting up a base folder for when you go to extract your mod. Makes it easier for us end users. Plus, there is always the chance your could want your mod to have a uniform "mod folder name" across your user base, for reasons of using the game's built in mod checker if you wanted your mod to interact with other mods. You could avoid this with the actual Mod Checker mod I believe, but I would still recommend setting up a base folder. :)
#183
Outdated / Re: [B18-A16] More Furniture
March 03, 2018, 05:57:38 AM
Quote from: Ruisuki on March 03, 2018, 04:26:19 AM
have the pieces of furniture that were replicated by vanilla been replaced? Thinking of dresser/tables

I don't think so. You can check the textures and stuff, but I am about 98% sure this just adds on. For example in vanilla you have an end table, now with this mod you still have that regular end table, but now also an end table with a lamp (perfect for bedrooms!).

I did have one issue with one of the end pieces of the couch not having a properly rotated texture, but it's something that's easily very fixable.
#184
Oh c'mon. You mean you don't want to go back and forth for the next few days about why you should include it as an option? ;D
#185
Outdated / Re: Harry Dickle's Fuzzy Pickle
March 03, 2018, 05:55:06 AM
Formatting the post and making mods both draw from the same pool of energy. ::)

And that pool ran out yesterday. Who knows, I might get up the momentum to handle it later today :P
#186
Outdated / Re: Harry Dickle's Fuzzy Pickle
March 03, 2018, 03:52:09 AM
You're right, it's because the second part, Diseases Overhauled, requires the EHBS. I'll try to get around to fixing those parts today or tomorrow.

Earlier when I was fiddling with shortening all of the links to hyperlinks and making everything else look like it flowed together better took enough out of me, for "free modding energy that I feel like expanding today" at least ran out :P
#187
This looks really interesting. I hope the issues with RSA get straightened out, because I don't think I could ever give that mod up, it was actually my very first mod I ever downloaded just for the "do not refill stockpile unless <X%".

Also, when downloading from DropBox and extracting, it wants to extract a second zip? I had to navigate inside of the original package to find the proper mod folder, without being able to just put the extraction to my Mods folder, like normal.

Anyway, thank you OP! :)
#188
Outdated / Re: [A16] Camping Stuff v0.2.3
March 03, 2018, 03:42:09 AM
Ruisuki we can always just add in recipes to whatever we want to. If you need help doing this in xml, I can help you.
#189
Weird bug. I know I told you about Map ReRoll not always respecting the "mountain level" from Configurable Maps. For example, when I do a "very high mountain level" on large hills map, the rerolls won't be appropriate. However, with the level set to only "high", and choosing a mountain level, it seems to work a little bit? I'm not sure.

I am also not sure if the sliders on CM actually change anything among the gradient for the different setting levels. By this I mean, when I have it set to "very high mountain level" is there a "low" and "high" setting among just the "very high mountain level"? This I cannot tell you, and I doubt dburgdorf would ever answer me anyway.

The issue is that I selected a world tile that had a creek running through it, and the creek is appropriately running through my map, through rocks and everything. But when I am looking at the previews that have water in them, it looks like none of the "creeks" are actually creeks, that have a continuous flow through the map, like I have on my current one.

Something I thought was worth your attention. If not, no biggie! Thanks! :)

#190
Releases / Re: [B18] Smart Medicine
March 02, 2018, 08:29:41 PM
Wow. I just looked at the mod options for this. Holy shit. I had no idea HOW FREAKING AWESOME YOU ARE!!!

You essentially let me have "walk off bruises" from the not-officially-updated QOLTweaksPacks (that PeteTimesSix has ignored my question if he will update it or not...). This is so freaking great. Thank you! ;D

Could you please explain what the final slider is for, "...include medicine that is good enough 0-100%" I don't understand this. Is that mean that the doctor should include medicine that is equivalent to 50% or whatever you set it to? Sorry, but I need this explained in better "dummy terms" for myself, if you don't mind :)
#191
Quote from: Ruisuki on March 02, 2018, 07:36:42 PM
isnt 'marble' 'sandstone' 'granite' the same as natural stone? Thats what i spawned in dev mod. I can mine it but cant smooth it.

Possibly not. Remember the issues that were discussed with terrain types and bridges? Maybe it's something similar that we aren't placing the correct "natural stone" type that is required to be smoothed.

I really have no idea, honestly, but I'd be willing to be it has something to do with the mod only being able to recognize (or smooth, that is) a specific type of wall that has some sort of "natural" xml tag on it, or something similar to this.
#192
New idea for further immersion, because I like to actually be away from all other factions on the world map, for role play reasons. Could we disable guests coming in winter months? The idea being, that I am so far and remote, that no one could make it out there to me. I usually play on maps like the one I've posted below, and will pick a very, very remote corner by myself to play in.

#193
TIDALLY LOCKED PLANETS! We could invent all kinds of awesome new races that come from either the "light" or "dark" side of the planet! I've had this as a weird fantasy universe that I've thought about since I was a kid, all the different kinds of planetary politics that could arise from these scenarios sound very interesting.
#195
Outdated / Re: Harry Dickle's Fuzzy Pickle
March 02, 2018, 06:00:32 PM
Spent over an hour cleaning up all of OP and the links (thanks Canute!). So hopefully everything is working properly. If any links don't work or lead to the wrong place, please let me know. Because if I have to go back and do anymore tweaking or fixing at the moment I think I'm going to pull my hair out :)

I figured if I had a cohesive set of colors going across the post it might make things easier for people to navigate it and understand where they need to go when clicking on stuff. What do you guys think, everything looks good enough and everything is easy to find?