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#1
plz provide external link. if you have it then also for the updated ac-enhanced crafting mod too
#2
Outdated / Re: [A15/A16] AlcoholV's Mod List
May 28, 2017, 01:24:44 PM
dude update your enhancedcrafting mod.cant live without individual bill assignment
#3
Releases / Re: [A16] Misc. Robots++
February 02, 2017, 01:00:04 PM
@alaestor
Tried your worktag number, Didn't work. see attachment for debug log.
I came up with 5288 after following this (taking from worktype.xml)

Firefighting+Doctor+Crafting
=(Firefighting+Scary)+(Caring)+(Crafting+ManualSkilled)
=4096+128+32+1024+8
=5288

Thanks for the reply.

[attachment deleted by admin due to age]
#4
Releases / Re: [A16] Misc. Robots++
February 02, 2017, 09:51:05 AM
Ok this is driving me nuts.
i tried making the ER bots capable of crafting medicine. at first just added on RPP_Races.xml <workTypeDefs>
<li>Doctor</li>
<li>Crafting</li>
<li>Firefighter</li>
</workTypeDefs>

But it didn't work. so i searched the forums and found you have to add worktag number, so after messing around a while the code became like this <workTag>5288</workTag>
<workTypeDefs>
<li>Doctor</li>
<li>Crafting</li>
<li>Firefighter</li>
</workTypeDefs>

Here i should mention that everything else is the same as before. but in game ER Bot shows that it is still icapable of crafting. and when i try to make the ER Bot to produce  medicine by right clicking the Drug table, shows skill too low. so what am i missing here ??
Is the bot hardcoded to be incapable of something ? then where is the Code ? i searched all the xml Files but didn't find any..

Plz Help. Thanks in advance.
#5
Releases / Re: [A15] Brunayla's Security Co (9/26/16)
December 24, 2016, 01:16:49 AM
plz update this soon... A16 Baby
#6
hey guys, is skill lock gonna update or what ? it was super useful. can someone plz update it for A12d ...!!
#7
A12 ??
#8
Outdated / Re: [A11] Simple Meat Substitute Mod
August 23, 2015, 08:37:18 AM
does it work with A12 ??
#9
Quote from: perzhenie on April 27, 2015, 06:00:30 PM
it has a bug(fo me at least):
if more than one colonnist are persuading guests to join, and they do, than the colonnists who were in the middle of negotiations just freeze :/


I included message from console in the screenshot.

having the same problem with same debug lines plz fix. love the mod by the way :D