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Messages - Tacyn

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Addons / Textures / Re: Tacyn's Steam Workshop
« on: August 26, 2017, 08:37:23 AM »
I've updated the main post with my newest mods.
The links now lead to the respective steam pages with more detailed Descriptions.
The Download link is at the top.

Hey there, if you are still hanging around here in these forums, I would like try your mods, but I don't have steam version and dropbox file has empty folders.

If Tacyn is not here anymore, is there anyone else who has Tacyn's Base Mod v2.6 files and could upload them?

I've repaired the link to my dropbox.
It should now work using the link in the description on the steam page.

Addons / Textures / Re: Brutal bone mod request
« on: February 21, 2017, 12:19:04 AM »
Ivory is also already part of the base mod.

Addons / Textures / Re: Brutal bone mod request
« on: February 20, 2017, 04:29:41 AM »
Both of those things are possible in my base mods.
Goblins and Ogers drop bones
and using alchemy bones can be turned into blocks and metal.

Addons / Textures / Re: How to use mods? Steam Workshop
« on: January 20, 2017, 01:05:00 AM »
2.0 requires several additional mods to work.
The description on the workshop page explains its usage.

Addons / Textures / Re: How to use mods? Steam Workshop
« on: January 19, 2017, 03:45:23 AM »
Which version are you using?
The 1.x or 2.x?

Support / Re: Getting white lines in Linux
« on: October 11, 2016, 01:34:20 PM »
I see similar artifacts on windows sometimes.
They always disappear when I  zoom in and out a bit.

Support / Re: Community patcher
« on: September 25, 2016, 04:13:21 AM »
Another thing you could try is underground pastures.
Maybe all it takes is to remove a check that prevents them.

Support / Re: Community patcher
« on: September 17, 2016, 10:19:05 AM »
Yes, you can define  multiple enemy factions , but it just picks one at random.

What I meant with balancing is the following:
If there are, for example,  three defined enemy civs, A, B and C,
then on the first day of the first summer A spawns 9 days away.
Then on the fourth day, B spawns also 9 days away.
Lastly on day seven of summer, C spawns; again  9 days away.

Generally, if the difficulty is set to attack every X days and there are Y enemy civs total,
then at the start of the fist summer, a new enemy civ spawns every X days Y*X days away.

Support / Re: Community patcher
« on: September 17, 2016, 12:57:24 AM »
That's a fairly easy one. The code explicitly only allows FriendlyCiv to spawn over time, I can add EnemyCiv to the condition and make it an optional item in the patcher. What's EnemySmall tho, any ideas? Should that be included in the condition as well? This would make the civ that appeared random, with a greater weight towards friendly ones since I imagine each friendly civ type (agricultural/merchant etc) has its own faction def.

Having an Enemy spawn instead of a friendly civ would probably be frustrating.
I imagine that is the reason it was turned off.

One way would be to have the two separate or have at most one spawn of each enemy civ.

The best for me, would be to have each enemy civ spawn around the same time, but at greater distances.
On normal, for example, with one enemy  they have a 3 day distance.
With two they should be 6 days away, with three it's nine days and so on.
Even better if each spawns 3 days after the previous one.
That way you'd still get attacked every ~3 days, but there would be greater variation in the attackers.
I'm mainly thinking about my enemy kingdoms mod, which works best under these conditions.

Support / Re: Community patcher
« on: September 16, 2016, 02:30:37 PM »
Don't worry. I'm mainly just venting frustration since Robobob's disappearance means that that these things likely won't get fixed.

Changing a sprite display behavior might not be a big deal but 1. sounds like much more than that. A single item stored in a stockpile probably always gets turned into a container before storage. Changing that would require changing plenty of other places, and any additional place raises the chance I could introduce bugs...

It's not just inside piles. Even right after appearing items already appear as pile.
However, when it's being carried, the proper item-sprite appears.

2. How is that a problem? Piles are sort of like transport containers, so I wouldn't be surprised if they're programmed in similar ways. What would you change?
You should try it out and see what happens.
The gnomes go kinda crazy; they never pick up the items and instead just keep walking to an empty spot in the nearest stockpile.
They show the same strange behavior for 3.

Number 4 is definitely difficult, but maybe there is something obviously wrong.
I'd probably look how new items are generated from workshops, farms and mining.
Since the bug doesn't happen with straw and stone, any difference compared to workshops could be the culprit.

While I'm at it, here's another big one for me.
I remember that in the past, more enemy kingdoms would appear similar to merchant kingdoms.
I don't know if it was with growing kingdom value or passed time, but apparently this is bugged/was removed.
If the code is still there, maybe you can reactivate this feature.


Support / Re: Smelter items requirement file
« on: September 15, 2016, 11:42:20 PM »

Support / Re: Smelter items requirement file
« on: September 15, 2016, 02:13:47 PM »
They are in workshops.xml.
Removing the blueprintId tags from the smelters recipe list should fix the bug.

Support / Re: Community patcher
« on: September 15, 2016, 10:57:04 AM »
Would you be willing to also take a look at bugs that only occur in modded games?

I would, but I can't promise anything, some issues may be simply too time consuming to come up with a patch for :P

Edit: I now have things set up so that I can debug issues muuuuch more easily, so I'm willing to tackle even difficult stuff. Go on Tacyn, throw something my way! Your mod is awesome, btw.

I'll take you up on that.
Let's start with piles, e.g. resource (raw stone and soil), straw, ammo and silica. Pretty much any deviation from the vanilla piles is bugged.
From least to most annoying:

1.  Items that go into piles always use the pile sprite, even if there is just a single item. 

2. Piles always need to also be a transport container. Otherwise their content becomes inaccessible.

3. If an item is defined to be store-able in a pile and a container, e.g. crate, those items in the container become inaccessible.

4. If a workshop produces items that belong into piles, those sometimes bug out creating inaccessible phantom items which disappear again on saving and loading.
I don't know exactly how this triggers, since it seems to not happen with ammo and silica in vanilla.

If I have time later, I'll try to produce some mods/savegames  that show these bugs.

Support / Re: Game crash when deconstructing a pump
« on: September 10, 2016, 12:48:08 AM »
I tried to reproduce this and I can't; if you can provide a savegame where this happens, I will try to determine the issue and include it in the community patcher I'm planning to release soon (thank adamanter for prodding me into action).

Would you be willing to also take a look at bugs that only occur in modded games?

For several reasons I've decided to pursue a different route.  I'll soon publish this one as is (extended materials and storage) but moving forward I'll be working with my partner under our studio name Autumn Snow.  For Gnomoria we're working on a mod that reimagines the game from the ground up, instead of just adding variety to what's already there.

See you in about 2 months :D

Make sure you prototype your ideas and test them.
I found that a lot of my ideas where either not possible in the mod framework
or were possible but heavily bugged.

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