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 - Nanao-kun

#46
Releases / Re: [A15] Fences And Floors v1.1
October 28, 2016, 02:13:26 AM
Is it possible to have a floor that you make by using a special crafted material? Like if you made special bricks from steel and components and stuff to make sensor panel blocks to use when putting down sensor panels.
#47
Releases / Re: [A15] Misc. Robots++
October 20, 2016, 02:57:53 PM
Quote from: Blackwatch27 on October 20, 2016, 01:08:51 PM
Very Helpful and Amazing mod Robots are so helpful it help the colony get better and better and the texture is so Amazing and its recharge by themselves and the research its like easy to hard and Also you can build them but its would be great to add some Restrict area that robots can stay that area sometimes just got blow or get destroyed by Invaders.

Robots : 10/10
Texture : 10/10
Research : 9.6/10

Average : 9.8/10

P.S : add some Restricted Area for the robots and also Keep a Amazing Job

You can set their restricted area by clicking on the robot directly and changing Unrestricted to something different.

EDIT: Also, the basic robotic matrix says 10 silver, but actually uses 200 silver.
#48
I'm also really enjoying this mod. Oddly, it took me some time to realize that there wasn't any point in running 12 fuel rods at once when I actually only needed 4. Woops.
#49
Outdated / Re: [A15] Enhanced Development - 2016-09-17
October 01, 2016, 05:25:43 PM
Quote from: CorinnZV on October 01, 2016, 03:38:15 PM
Any idea when the Vanilla Turrets will be out for A15? I'm hurting for a more reliable defense. Thanks :)

Pretty sure More Vanilla Turrets is a standalone mod for A15 already. The original version linked in the post.
#50
Outdated / Re: [A15] Wandering Caravans v1.0 (05/09/2016)
September 13, 2016, 11:50:57 AM
Quote from: general223 on September 13, 2016, 02:39:56 AM
Quote from: Nanao-kun on September 12, 2016, 07:56:25 PM
So with this mod, some trade caravan muffalos will randomly be one of these and stay on the map instead of leaving?

Sorry, could you please specify what you mean by 'these'. The caravan muffalos have the same behaviour as regular muffalos, and can leave the map the same way as any other muffalo.

I mean, they (Wandering Caravan Muffalo) arrive with a trade caravan but don't follow the trade caravan when they (Trade Caravan) leave.
#51
Quote from: Haplo on September 13, 2016, 05:59:38 AM
Quote from: Nanao-kun on September 12, 2016, 11:38:36 PM
Is there anyway to disable the "Colonist Keys: Place/Group" function?
The easiest way is to do that is by going into Options->Keyboard configuration, go into the section 'Colonist Selection Keys' and set all entries to 'none' (right-click -> clear)

Okay, thanks.
#52
Is there anyway to disable the "Colonist Keys: Place/Group" function?
#53
Outdated / Re: [A15] Wandering Caravans v1.0 (05/09/2016)
September 12, 2016, 07:56:25 PM
So with this mod, some trade caravan muffalos will randomly be one of these and stay on the map instead of leaving?
#54
Quote from: twoski on September 11, 2016, 08:47:57 PM
The hives will prioritize starting in a cave.

If the player tries to outsmart this by setting all caves as the home area, then it will spawn them in your home area if it can't find any other spot.

So basically, bases that have large underground sections are still vulnerable to this event. Even if a hive starts in an area that isn't in your base, the hives still have to be dealt with before they spawn manhunter insects or else you're going to have a hard time defending your base under a constant assault by insects.

Ah. That doesn't sound too bad.

Also - I haven't updated to the new version yet (is the non-steam version updated?), but I have an Infestation right near my base and they haven't attacked me at all. It's been there for a pretty long while (maybe half a year or more).
#55
Releases / Re: [A14] Static Quality + V1.3.2
September 11, 2016, 04:52:34 PM
Would also love to see this mod updated.

EDIT: Oh, it requires CCL.
#56
By home area, do you mean within the home zone or something else? Also, sounds like it'll make mountain bases much more risk free (not really a good thing).
#57
Does setting temperature lower make the fuel rods last longer? Or does it make no difference.
#58
Mods / [Mod Request] Replace Thin Rock Roof
September 10, 2016, 11:54:31 AM
Is it possible to make a mod to automatically replace thin rock roof with a normal constructed roof? Currently I have to manually take down every rock roof one at a time.
#59
Outdated / Re: [A14] Enhanced Development - 2016-08-27
August 26, 2016, 08:22:43 PM
Any chance for a compatibility patch for Combat Realism 1.6.7.3 and ED-Shields?
#60
Quote from: Rafe009 on August 25, 2016, 08:20:13 AM
So the guns in this mod are not balanced and outperform vanilla weapons? Vanilla allows one to craft weapons, everything from pistols to sniper riffles. How are your guns different than vanilla guns?

I think he mentioned something about colonists outproducing weapon manufacturers, so maybe his colony produces like 25k guns per year or something?