[B19] Brunayla's Security Co (10/23/18)

Started by brunayla, October 29, 2014, 12:30:39 PM

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brunayla

added foil Helmet to armor crafting and Artillery shell to Weapon crafting

Brunayla

DirtySiwy12

I have a problem. I downloaded latest version of your mod and when I finished building bionic replacements crafting table it dissapear like it was never build. Same thing happens with primitive weapons crafting table and I didn't check other tables with your mod. Vanilla benches works fine. I play on Alpha 11b It's possible that I have wrong version of your mod?

Kairo

Quote from: DirtySiwy12 on September 03, 2015, 04:33:15 PM
I have a problem. I downloaded latest version of your mod and when I finished building bionic replacements crafting table it dissapear like it was never build. Same thing happens with primitive weapons crafting table and I didn't check other tables with your mod. Vanilla benches works fine. I play on Alpha 11b It's possible that I have wrong version of your mod?

Hi,

BS Co 1.4.8.9 is for A12C/D.

Did u try BS Co 1.4.8.5 ?

DirtySiwy12

Quote from: Kairo on September 03, 2015, 05:11:16 PM
Quote from: DirtySiwy12 on September 03, 2015, 04:33:15 PM
I have a problem. I downloaded latest version of your mod and when I finished building bionic replacements crafting table it dissapear like it was never build. Same thing happens with primitive weapons crafting table and I didn't check other tables with your mod. Vanilla benches works fine. I play on Alpha 11b It's possible that I have wrong version of your mod?

Hi,

BS Co 1.4.8.9 is for A12C/D.

Did u try BS Co 1.4.8.5 ?


I've got this one: Brunayla Security Co 1.4.8.9. I didn't try 1.4.8.5

DirtySiwy12

OK I download 1.4.8.5 version ad it works fine. Thanks for the answer :)

Kairo

Quote from: sparklingmagma on September 05, 2015, 11:29:17 PM
I like using the embrasures in this mod pack but how come i can't shoot through the embrasures with the default rimworld guns? It works with other modded guns but when I started a new world and a new colony, i use a mod where i could build the default rimworld guns in the smithing bench and when i send my colonist inside the embrasures they dont shoot and let the raiders ruin everything. I hope you can fix this bug

Hi,

A solution for you could be to use Brunayla's weapons crafting mod (in the BS Co mod pack) :
you can craft vanilla weapons at new workbenches (melee and ranged) with balanced requirements in my opinion.

Are you using Ykara weapons crafting mod A12 ?

sparklingmagma

#126
nvm I figured out what the problem was, but thanks for replying  ;D

I just cant let the colonist stand too close to the embrasures or else they wont shoot xD

Edit: Yes i am using Ykara's weapon crafting mod

brunayla

Added
NonDecayingStorage- Do you dislike how untidy your stockpiles are?  Now you can add shelving (preconfigured).
Training Rack- They say knowledge is power, but how do you get that knowledge?  With the training rack thats how.  Use scrap material to learn how to do thing or better yourself.

Brunayla

TheGentlmen

Err, found a bug/problem in the embrasures mod... it gives a warning,

Embrasures.xml has:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
</blueprintGraphicData>

While the rest have:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
</blueprintGraphicData>

TheGentlmen

Found a bug/problem in trainingracks:
TrainingRack is made out of stuff, it also has a constructEffect.
the stuff its made out of will always override the constructEffect.

TheGentlmen

Hello, here is a MAJOR error:

Medicine Kit Crafting has a copy of the neurotrainer tex
Both textures are rotated
Both texures are the wrong aspect ration

What to do to fix:
Delete copy from med crafting mod
Replace the other texture with dis:


[attachment deleted due to age]

brunayla

Quote from: TheGentlmen (GENT) on October 04, 2015, 07:26:37 PM
Err, found a bug/problem in the embrasures mod... it gives a warning,

Embrasures.xml has:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
</blueprintGraphicData>

While the rest have:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
</blueprintGraphicData>

TheGentlmen

Quote from: brunayla on October 05, 2015, 10:44:33 AM
Quote from: TheGentlmen (GENT) on October 04, 2015, 07:26:37 PM
Err, found a bug/problem in the embrasures mod... it gives a warning,

Embrasures.xml has:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas</texPath>
</blueprintGraphicData>

While the rest have:
<blueprintGraphicData>
<texPath>Things/Building/Embrasure_Blueprint_Atlas<texPath>
</blueprintGraphicData>
Didn't write any thing?

brunayla

Sorry Gent,

I did type something but it apparently disappeared before I sent send.  I do not see the tesPath problem that you point out in my copy.  To be sure I repacked and fixed what you have pointed out.  The neurotrainer was going to be in medkits at first.

Brunayla

starburst98

weird one for me. set crafting bill on training rack. only people with doctor skill enabled will use it, even when crafting skill is disabled. this is a huge problem because my crafter has burning passion but doctoring disabled, so they can't train.