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Messages - Shinzy

#2911
Quote from: Zeta Omega on August 05, 2014, 05:05:56 PM
:o Out of all the crazy mods created from Allie Mechanoids to freaking muffelow mating this is a very interesting and well desighned mod....Plus the regular clothes were getting boring

Thanks! This was all just practise for me wanting to add more hats in game once
the next alpha comes out
But I got really into it after finishing the first piece of apparel (really into it -> find myself awake still at 4 o'clock and still waking up the 'single digit number' times)
and then kept getting all those late night ideas (everyone knows those are the best ones) *cough* washing machine *cough*

Oh I'm still curious about what people thinks of the 'advanced armors'
whether the speed boosts and reductions are "balanced" in any way
cause I could see the scyther frame being really cheaty with kiting and long range weapons, even if it does negate all armor (the dmg reduction doesn't seem to be able to go below 0 as in actually increasing how much damage is taken).

I'd be real glad if someone would share their thoughts about them =P
#2912
Ideas / Re: Crates
August 06, 2014, 06:17:17 AM
I really like this
especially the moving bit of the crates
in the late game when your storage areas are so full of random junk
and you can't just fit them inside your base anymore

Anyhow! there's a couple mods that add storage thingies, if you're desperate for
having crates

But I'd still like to see them in the base game
keeping everything on the floor can be bit silly sometimes
It makes sense with the raw materials and chunks of rock and slag but
clothing and weapons and food
you don't just toss them on the floor!
#2913
General Discussion / Re: Question about A.I core
August 06, 2014, 06:08:26 AM
Quote from: Coenmcj on August 06, 2014, 02:44:36 AM
Quote from: Damien Hart on August 06, 2014, 01:49:13 AM
Yeah, I had three ship parts crash in my last game, but I'm pretty sure the third was actually a disguised clown car, because it managed to squeeze out no less than 37 mechanoids...

Poor luck with the mechanoids, but that did bring to mind a favourite quote of mine,
"The clowns? Oh, yeah, the clowns... we fight them too. Entire armies, spilling out of Volkswagens."

I can sense a Clowncar/Mechanoidclowns retexture mod coming out
any moment now =P

(and that's a real flattering signature Coenmcj! *blush*)

#2914
General Discussion / Re: Stuff System?
August 06, 2014, 06:01:52 AM
Quote from: bluntfeather on August 06, 2014, 03:27:53 AM
Is that muffalo in a mod somewhere? Must have.

It'd be real silly immersion breaker mod =P but why not right
I'll go ahead and make one

Edit:
http://ludeon.com/forums/index.php?topic=5188.0
#2915
Yeah that's a problem in the real late game
It's not intended but when the pawn counts get ridiculous
stuff starts to happen

They'll be fun memories when they're fixed in the future
"Whan eye wus yor age, dem raiders would drill throu the mountain roof.
there'd be so many drop pods it'd blot out the sun. Tae followin' chaos was stuff straight out of legends I tell you
Had tae replace all me ten fingers wif fishiin' hooks
and the mental scars were so immense I had to grow another brain in a vat
to survive. Yarr"
#2916
General Discussion / Re: Stuff System?
August 04, 2014, 04:39:38 AM
Quote from: muffins on August 04, 2014, 04:16:23 AM- Pimpin' Muffalo dusters!



Oh was this not what you meant with that..?

deal with it!


Edit:
Oh that skin hoodie would be really disturbing Snownova
#2917
I haven't personally encountered this problem but I remember reading about similar thing here, with a possible fix for it (?)

http://ludeon.com/forums/index.php?topic=2390.60
the 5th page, first post

It might be of help! it might not =P
And slightly beside the point but that shotgun of yours looks like it could pack some punch with that massive barrel, I like it
#2918
Quote from: Jerethi50 on August 03, 2014, 08:30:41 PM
Actually im not sure if the tradeable options apply to clothing or not, Ill do some testing if and when i get some time, rl issues have cropped up.
Don't worry, could have just been the schematics with their own categories and whatnot. Might have been something with the items, Whatever it was I'm sure it's gone now! (Foreshadowing)

Thanks though, you two
Help is always appreciated!
#2919
General Discussion / Re: Cabin fever!
August 04, 2014, 01:55:15 AM
Quote from: Mikey3131 on August 03, 2014, 11:52:16 PM
You make an excellent point. :P

Is it even possible to have an enclosed space be considered outdoors?

I'm pretty sure there needs to be connection to the white edge markers, or that area you cannot build in for the area to be considered outdoors area

Just a theory, though! =P I like to throw those around without having anything to back them up with!
#2920
Help / Re: Hello all, help with some modding please?
August 03, 2014, 07:08:55 PM
Quote from: Jessi on August 03, 2014, 06:33:15 PM
Did all that, still nothing showing in game. :o ??

Although now I'm getting something in the editor code box thingy.

'XML Error: <version>2.0.1</version> doesn't correspond to any field in type ModMetaData'

Oh you're one miracle machine ;D

here download the attachment, it should work
I took the code from your earlier post and used the file paths you specified, and that should work now
Then compare the files to yours and try to find where you went wrong, it could be something really tiny and hard to spot, it can be really frustrating at times I know =P

Edit: Or what Mrofa said ^


[attachment deleted by admin: too old]
#2921
Quote from: Bog on August 03, 2014, 05:37:52 PM
Quote from: Shinzy on August 03, 2014, 05:30:10 PM
But which files would I have to modify to disable the clothing being tradeable
cause I never enabled this sort of behaviour anywhere to begin with. Just causing mild confusion for me right now :-[
I did a quick search of your mod files and noticed that "Items_Apparello.hml" has <tradersCarry>true</tradersCarry> in it.
Oh okay, Ignore me then! I was confused =P Both of you were talking of clothes and those are just my custom resources. I'll have that fixed
Maybe I'll go catch some sleep now, though =P

Edit: Rerouted the tachyon shield emitters and Traders were set to false
(v 1.1.1 download in the first post, nothing new added, just a small fix. (Okay if you got good eyes I forgot a very WiP texture and spawnable (through dev mode) item in this one, if you would kindly ignore that)
#2922
Quote from: Bog on August 03, 2014, 05:24:09 PM
Quote from: Grimandevil on August 02, 2014, 07:02:55 PM

Where'd you get that shotgun from?

*drools*

I've been meaning to make some SC weapons but if someone else already has then I could just use theirs.
I believe that's from Covert Ghost[insert number]'s Terran Dominion mod. He's been doing SC weaponry
#2923
Quote from: Bog on August 03, 2014, 05:19:06 PM
So far as I know nobody has gotten traders to carry clothing properly. I read a thread somewhere that basically got to the conclusion that it seems to always break the game for some reason or another. I don't remember why though and I can't seem to find it. ???


The decision is up to you of course, but if it was me I'd probably forgo getting traders to carry armour and apparel at least for the time being.

I imagine Tynan is going to make apparel tradable at in the vanilla version at some point anyways, at the very least within weapons traders so we can buy and sell power armour and armour vests. Anyways, while it'd be nice I don't think it's a "central" part of the mod.

Edit: I should have just read Jerethi50's post. He seems to know why. :P

But which files would I have to modify to disable the clothing being tradeable
cause I never enabled this sort of behaviour anywhere to begin with. Just causing mild confusion for me right now :-[
#2924
Mods / Re: [Request] Shielded body armor?!
August 03, 2014, 03:31:19 PM
Quote from: bobucles on August 03, 2014, 09:53:26 AM
I think Entityofsin was referring to personal shield barriers- like the Halo shield. The theory is that a colonist who takes scratch damage won't suffer unhappy thoughts, and it can support kiting/siege survival by offering a low level of regeneration.

I totally approve. I think that centipedes should absolutely have self healing shields.

Oooh like the energy shields in FTL?
negating the first shot and taking a while to regenerate
That'd be really cool actually
#2925
Outdated / Re: [MOD] (Alpha 5) Trap Pack (v .30)
August 03, 2014, 12:30:21 PM
Quote from: superpirson on August 03, 2014, 12:16:15 PM
I have great news, a big update is on the way, waiting for alpha 6!
Amongst many a fix, I have also added in gas bombs that poison colonists. In addition, I have improved textures for many different things, with more improvements on the way!
with that said, I want to know now what you guys want to see done in the next version of TrapPack! Now is the best time for me to implement new and crazy ideas!
Gas masks! =P