Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Asfalto

#46
Since this mod is great, and GlitterTech 0.8 is great too, is there any chance to make the silicon both mods let you produce be the same silicon?

:)


#47
nice
#48
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 13, 2015, 11:05:09 AM
Ok, i obviosly had Bionics and Surgery installed :D

Now everything works

Just one thing i noticed: when enemies drop to besiege the colony, they also build new mortars. Requiring power.
They build them, and then they can't power and use them..

#49
Any possibilieties of compatibility between this and Glitter Tech?

I mean, now i know they aren't.. will they be?
#51
Bugs / Re: Traders don't "forget" your home region
February 12, 2015, 03:14:37 PM
It is, since you have the same problem with enemies attacking in drop pods, or simple visitors, visiting  part of the map where there is nothing, because i moved the base in the mountain. Yet they visit the awesome nothing there.
:)

I think the bug in the mods happens because of the "root" bug in the default mechanic
#52
Quote from: mipen on February 12, 2015, 01:19:00 PM
Quote from: Asfalto on February 12, 2015, 10:33:35 AM
could you put the date of your last update in the title of the mod plz?
It doesn't fit :(

Well ;_;

:D btw awesome mod.
#53
Bugs / Traders/enemies don't "forget" your home region
February 12, 2015, 12:42:58 PM
As i said..

When you remove home region, they keep on considering it home and putting trade tents randomly
#54
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 12, 2015, 11:03:36 AM
I think there is a bug, but i don't know how to "isolate" it

Basically, i have Orion Exoskeleton spines, i have high med colonists, i have medikits, i have medbed.
But the colonist "waits the operation", and i can't give prioritized order to operate him because there isn't the "operate" order..

Curious thing: two out of three my colonists have been already innested..

Hm?

Oh and also: i created a stockpile able to contain ONLY Orion Exoskeleton, i set it on critical importance, yet i can't force the hauling order because "there is no storage configured to hold it"

HMHM? :)
#55
could you put the date of your last update in the title of the mod plz?
#56
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.8
February 10, 2015, 08:30:18 PM
Quote from: HBKRKO619 on February 10, 2015, 07:44:02 PM
My first feedback : sad.
Sad because the 2 mods everybody should must have (in my opinion) to play correctly in the extra late game are no more compatible (glitter tech and cybernetic storm).
I play only extra heavy modded game (more than 100 mod activated) and it seem extreme but the fact that I can't play with those 2 mods in the same time anymore just actually made me don't want to play to Rimworld anymore   :o (yeah, I know, really extreme but that's how I feel actually).
I will probably wait for alpha 9 hoping it will made those 2 must have extra late game mods compatible again.

Actually i'm sad about Bionics..
#57
Awesome. Thx

So this command will keep them in home zone?
Where exactly?
#58
Mods / Re: Idea: Avoid Zone
February 08, 2015, 06:52:02 PM
Plz, this, YES!
#59
Thanks for the conversion, nice mod.
#60
Quote from: 200Down on February 07, 2015, 06:29:14 PM
...

And this, maybe after optimizing idling and those things.

Wish i could help..