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Messages - Chatmetaleux

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Other Games / Re: Factorio
« on: April 13, 2016, 12:17:55 AM »
Thanks RoboB0b, I'm now addicted to this game after discovered it with your tweet...  :-[

Suggestions / Re: Prospector - minimum raw stone or clump
« on: March 31, 2016, 09:01:08 AM »
Thanks Namiraja ;)

Hmmm, that's weird we can't set materials because there is only the <ItemID>...
Looking to do an export/import function with a Faark's mod, it could be possible to add a trackeditem directly with the materialID wanted :

Code: [Select]
namespace Game
    public sealed class TrackedItemGroup
        public TrackedItemGroup();
        public TrackedItemGroup(BinaryReader reader);

        public ItemGroup AllowedItems { get; set; }
        public GameProperty<int> ItemCount { get; set; }
        public GameProperty<string> Name { get; set; }

        public void AddAllowedItem(string itemID);
        public void AddAllowedMaterial(string itemID, string materialID);
        public void AddItem(Item item);
        public bool IsItemAllowed(string itemID);
        public bool IsMaterialAllowed(string itemID, string materialID);
        public void RecountItems();
        public void RemoveAllowedItem(string itemID);
        public void RemoveAllowedMaterial(string itemID, string materialID);
        public void RemoveItem(Item item);
        public void Serialize(BinaryWriter writer);

In Development / Re: Gnomoria v1.0 RC15 release
« on: March 30, 2016, 11:34:42 PM »
I press escape (sometimes a few times) to get the menu, which also pauses it.
+1, keep pressing ESC until the main menu appears :)

General / Re: battle axe equipmment
« on: March 26, 2016, 07:49:32 AM »
The problem is simple -> look to the picture. Your Axt-Soldier has the wrong uniform. Set it to Axt-Uniform...

You should by the way set a Claymore to this gnomade Jenwaneli. She has 28 in Sword skill instead of 11 for Axe.

General / Re: battle axe equipmment
« on: March 26, 2016, 02:17:52 AM »
Battle axe is a 2hands weapon ! you need to tell in the Uniform military tab "any two-handed" for the left or right hand...Then assign the squad on a training or guard area to force them to equip.
You can post your save game here (gdrive or any upload site) and we could see what happen...

General / Re: Minor Bugs in 1.0
« on: March 26, 2016, 02:15:59 AM »
For your farm, you can 'forage' the old straw crops when it's mature, or simply replace the dirt floor by dirt floor. This will remove the straw...

General / Re: Minor Bugs in 1.0
« on: March 26, 2016, 12:39:05 AM »
You can found it in your Documents folder :
C:\Users\USERNAME\My Documents\My Games\Gnomoria\gnomoria.log

General / Re: Minor Bugs in 1.0
« on: March 25, 2016, 05:17:25 AM »
Could you guys post you error log when the game crash ? It would be usefull for RoboB0b to debug...

Help and Guides / Re: Discovering New Kingdoms...
« on: March 25, 2016, 12:19:28 AM »
Here is the new version of YAGE : http://forums.gnomoria.com/index.php?topic=8278.msg64324#msg64324

You can download it directly here : https://drive.google.com/file/d/0B4_4yJCnDxwMZERScG5NTHR2M3c/view?usp=sharing and put it in Gnomoria folder.

Xelasto, no problem with your mod if you want to add some cities-merchant...

New version that include a button to add a merchant (normal, mining, agricultural and lumber)

Executable : https://drive.google.com/file/d/0B4_4yJCnDxwMZERScG5NTHR2M3c/view?usp=sharing
Source : https://github.com/Chatmetaleux/YAGE

(waiting for Pasta to merge the pull request)

Help and Guides / Re: Discovering New Kingdoms...
« on: March 24, 2016, 05:40:06 AM »
By the way I added the feature to add a merchant camp (with choice) to the addon YAGE, but I did not yet uploaded it. I can do this this evening in 5h.
So you will be able to add an agriculture settlement :) (for my current game, I had 7 cities but no miners :( that will help! )

Addons / Textures / Re: Gnomoria Save Game Editor II
« on: March 24, 2016, 05:27:36 AM »
MSE keeps giving me alerts for both files

Does MSE identify the threat or is it just a warning message ? Boot on Linux to check ;)

Addons / Textures / Re: Gnomoria Save Game Editor II
« on: March 23, 2016, 10:14:13 AM »
Hello. The editor crashes when i try to add raw gems (both of them)
Hi, thanks for the report. I fixed it  ;D and now gems and gemmed necklaces/rings are legendary...
You can download it again (same link)

GSGE 0.3.1alpha for Gnomoria 1.0
Source code

Addons / Textures / Re: [MOD for GnomoriaModUI] Automatic trading
« on: March 04, 2016, 11:14:43 AM »
Hey WildBraas,
I tested your great mod but I have notice strange things :-/ (and no problem with .net 4.6 - f**cking MS ^^ )

If you look you this pic, I put all plant clipping to buy (to test :p). I did "Get my goods" and you can see for example silica (save count 50), but it takes only 186 of 270 silica and there is 84 left instead of 50...
Other strange thing is that it's said "(2034 available for auto trade)" but I get only 2000 in my offer.

Did I miss something or is there a problem ?

Pic : https://drive.google.com/file/d/0B4_4yJCnDxwMY1VzRDRyZFpaVDQ/view?usp=sharing
Save game (with mod xml) : https://drive.google.com/file/d/0B4_4yJCnDxwMMHZCSWY0RFl2cWs/view?usp=sharing

By the way I have a suggestion. In the case the price to buy is less than what I have :
Imagine I want to buy for 55.
I have, according to the sell rules, statuettes. You can see in the pic some of them at 10 each. In the current state, it would take 6x10=60.
But the sell price is 55. So i would like it don't waste value (imagine I sell first necklace @1050 it's a huge waste :p).
So i would buy 5x10 statuettes + 1 bear hide + 1 poor yak sausage = 55 ; by looking for other stuffs less than the next value available  :)

Last request, could you share your code ? I think there is a bunch of programmers (i'm a poor of them) right here and it could be useful  8)

Thanks for your work on Faark's mods (by the way I noticed some forks on github from his last release years ago, but nobody merged a new version...)

(Sorry for my belgian english)

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