Ludeon Forums

Ludeon Forums

  • December 04, 2022, 12:44:56 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: [A13] Elysian Flags V1.2  (Read 13223 times)

Haplo

  • Global Moderator
  • Planetologist
  • ****
  • Posts: 2136
  • Shadow
    • View Profile
Re: [A13] Elysian Flags V1.1
« Reply #15 on: April 22, 2016, 05:11:18 AM »

One thing I thought odd about it:
You could maybe consider moving the flags from the sculptors table to the tailoring tables?
Logged

Mightyrick1

  • Drifter
  • **
  • Posts: 54
  • A YouTuber that dabbles in Rimworld modding
    • View Profile
    • My Youtube Channel
Re: [A13] Elysian Flags V1.1
« Reply #16 on: April 22, 2016, 05:18:22 AM »

Ah, right. That is because I pretty much used the code used to create sculptures, except I got rid of the "art" button which would give it a randomized tale etc. I'll dig in and see if I can arrange that, because it does feel a bit odd. Perhaps while doing so I can wrap my head around giving it an unfinished state, so that you can see a little flag on the bench while it's being worked on
Logged
Amateur modder / YT LPer at www.tiny.cc/DDYoutube
mods : Elysian Flags - Mscarsonelle's theme

Mightyrick1

  • Drifter
  • **
  • Posts: 54
  • A YouTuber that dabbles in Rimworld modding
    • View Profile
    • My Youtube Channel
Re: [A13] Elysian Flags V1.2
« Reply #17 on: April 22, 2016, 12:46:41 PM »

Updated the mod to version 1.2, the recipes are now available at either tailoring bench, the flag and banner now have an unfinished model and I increased the amount of work it takes to produce a flag/banner. Updating to the new version shouldn't cause any issues, but do let me know if you have any!
Logged
Amateur modder / YT LPer at www.tiny.cc/DDYoutube
mods : Elysian Flags - Mscarsonelle's theme
Pages: 1 [2]