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Messages - Emmote

#1
Looking forward to being able to use Roof Bomb again.
Would also be nice to have an item that can reinforce a roof to make it stronger.
#2
Would be really nice if someone could update this to A15. I really miss the extractor.

Or is there another mod that does something similar by offering infinite resources that I could use instead?
#3
General Discussion / Re: Rich Explorer Scenario
July 15, 2016, 10:21:02 AM
But the story teller will nearly always throw an extra colonist your way within the first 20 minutes. So they won't be alone for long enough for the non-self-doctoring to even come into play.
#4
General Discussion / Re: coldest seed in A13?
June 18, 2016, 12:32:55 PM
Best I've been able to find so far is a -69.4C Average (-95.7C Winter) in top-right corner with seed "0002=".
#5
Yeah, I'm basically waiting on the the EdB mods and a couple of others before I'll even consider playing.
#6
I do hope that being able to start with more than 10 colonists will be considered with the update to A13.
#7
Quote from: jampy00 on January 02, 2016, 05:46:12 PM
#1 Love this mod, can see this in the final version of RW for sure  8)

But I do have a question, I looked through a few pages but no answer to be found. What is the 2nd age for ? I'm guessing lifespan or something?

The 2nd age is their actual age. The first age is the second age, minus how long they've spent in cryptosleep.
#8
Is it not possible to start with more than 10 colonists?
#9
Releases / Re: [A12d] Auto Seller - (v1.1.0) (21-12-2015)
December 22, 2015, 10:05:02 AM
The updates just make this mod better and better!

I think I've found another bug (sorry). I've got 5 rules set up to sell each kind of stone block (Sandstone, Granite, etc..) and they're all set to:
Sell when above Level: 100. Reorder Point: 0. Restock Level: 0.

I have over 700 Slate and about 400 sandstone and they never get sold. They're all in stockpiles within trading beacons so not sure what's wrong.

Also had a problem earlier with buying Steel. I had 400 and I have a rule set to buy when below 2,000 and restock to 2,000. The trader had ~1,400 on them and the mod didn't want to buy any.
#10
Releases / Re: [A12d] Auto Seller - (v1.1.0) (15-12-2015)
December 19, 2015, 03:35:15 PM
Found a problem with the new version. If you set up an order with with 0 in "Sell when above Level", "Reorder Point" and "Restock Level", it neither buys nor sells them, when the intention is to sell when you have any amount, and never buy.
#11
Releases / Re: [A12d] Auto Seller - (v1.1.0) (04-12-2015)
December 08, 2015, 07:26:08 AM
Quote from: Supes on December 04, 2015, 02:19:55 PM
An auto buy feature was never part of my intended function of the mod, but if there's enough requests for the feature, I can see about adding an Autobuy feature.

I think an AutoBuy feature would be very handy. I'd definitely appreciate it if you decided to add it.
#12
Mods / Request: Chain Linked Fences
May 09, 2015, 10:06:39 AM
Is there anybody out there who could throw together a quick mod (or knows of a mod that already does it) that creates a new wall type that looks like chain linked fences?

I'm trying to make a themed world, but without chain linked fences, it just wouldn't look right. =/
#13
I had a gander through the full modpack and found references to Shaped Charges in OmniFloors, so I loaded that up and I can now build them just fine.
Seems there's a difference between the standalone version and the modpack version. =/
#14
Not sure what's up but I can't get Shaped Charges to work. I get the research, but they don't appear in any of the build tabs. Doesn't matter if I load the addon first, last, as the only one, in a new game or save game (Or any combination thereof). :( I really wanna make some holes in my mountain.
#15
Thank you, thank you, thank you!