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Messages - Rikiki

#136
Quote from: Old Marm on October 15, 2016, 01:36:39 PM
Wait a minute, wait a minute... if your fishing rods are going to be in the next alpha that must mean that fishing is going to be in the next alpha?  This is wonderful news!  I hope that it is as satisfying as your mod has always been.  Thank you!
Do not run too fast! It will be in the next alpha version of THIS mod! Not in the vanilla game... ;D

There is no way to cure the microfungus for now. All fishes may not die of it. Each basin has a small chance to recover before the fishes are dead.
#137
Quote from: jmababa on October 14, 2016, 07:31:58 AM
wow just fished up a 10 plastasteel and 30 gold just today. This fishing mod is amazing
And you can catch other fun treasures! ;)

@Old Marm: crafting fishing rod at crafting spot is already added for next alpha. :)
#138
It is possible to change this by modifying the vanilla marsh def.
However, I am quite reluctant to directly override vanilla def for compatibility reasons.
Maybe in next alpha... Keep hope! ;)
#139
That is good to know!
Very useful to stay compatible with other mods! :D
#140
Help / Re: Cannot get textures right on Walls.
September 30, 2016, 02:58:41 PM
You need something named "Atlas". Check other mods adding walls (in mrofa's Clutter or glassworks).
#141
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 26, 2016, 03:49:42 PM
This seems to be the "short hash" bug. It was a vanilla bug related to custom thingDef inheritance in 0.15.1280.
It is corrected in latest version (0.15.1284).
=> Check that your mods are all compiled for the lastest version.
#142
Help / Re: Help with adding new skills.
September 26, 2016, 03:47:43 PM
Guns all use the "Shooting" skill. This is hardcoded.
If you want to use another skill, you will have to re-write a loooot of the shooting mechanics. :P
This is impossible without a dll (C# coding).

Look at the JobDriver JobDriver_AttackStatic and the TryStartCastOn function if you are not affraid.
Be prepared to hit a (very very thick) wall though... ;D
#143
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 25, 2016, 02:30:20 AM
You are maybe using recipes hysteresis? I did not tried it myself yet to test compatibility.
#144
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 21, 2016, 04:03:50 PM
Wouhou, so much to answer! ;D

So:
1) About aquafungus: no, just wait and it will get away. I have plans to set its duration according to the room cleanliness in the future.

2) About the mods versions: all my mods are up-to-date (0.15.1284) on Steam. You can also manually download them from Github here. I re-added the link in the first post.

3) About the traders and fishes: I will check it, in the past alphas they did carry some. It may have changed, I did not noticed it yet.

4) About errors:
   a) Ensure the mod you are trying to activate is up-to-date (0.15.1284 for Alpha15).
   b) If there are errors:
       - try the mod alone with Core to determine if errors really come from it. I like QUALITY mods >:( so when I find an error in my mods, I correct it as soon as possible!
       - try to modify its load order (load it n°2 directly after Core for example)
       - Treason5240 found a compatibility issue with Glitter tech:
QuoteA file labled "Dynchair" seemed to be the culprit.  I found it in the Glitter tech mod.  Once I took out Glitter tech, all errors relating to Cave Fauna and saving/loading were gone.

Also it would really help me a lot if you could post the output_log.txt file and a savegame when a save/load error happen. :)
#145
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 12, 2016, 04:03:02 PM
@Treason5240: that's really good to know! A big thank you for your effort! :D

About the aquaculture basin recipes: it is explained in their description that you need to supply fish eggs ONLY ONCE to start breeding the next batch.
The recipes will automatically be reset to 0 if player messes with it (to avoid starting new breed cycles in loop! ;)).
The food in the hopper is not showing as refrigerated but it is! :) Black magic? 8) No, I just use the "reset the rot counter to 0" trick. Look at the source code if you are interrested.
#146
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 11, 2016, 02:47:03 PM
Quote from: jakub.wojciech on September 11, 2016, 11:50:36 AM
I have the latest version from ludeon website, I am not using steam version.
Where did you grabbed it? Dropbox link is outdated (for A13-A14).
You must get it from Github release section.
#147
Releases / Re: [A15] Rikiki's M&Co. (05-09-2016)
September 11, 2016, 05:53:08 AM
Quote from: Jan2607 on September 10, 2016, 11:08:44 AM
Will the next version come along with the next Alpha, or earlier?
Probably not until A16.
#148
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 11, 2016, 05:50:55 AM
Quote from: jakub.wojciech on September 10, 2016, 11:04:08 PM
Hi all,
I have a problem with Fish Industry mod. I have got some mods already and everything works perfect until I load the game. When I load the game it looks like the mountains are disappearing from my map. When I disable Fish Industry loading works without any problems. I have checked output_log file and there is nothing. Any ideas? Any known problems with other mods?
Have you started a new game? after activating Fish industry? It is necessary.
#149
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 10, 2016, 05:26:51 PM
Oh you're right. I did not saw this... :o
I am still a bit noob with GitHub! :D
#150
Releases / Re: [A15] Rikiki's M&Co. (05-09-2016)
September 10, 2016, 11:06:22 AM
No it won't. I had to disable this because there was bug in the Core assembly (A15b).