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Messages - OmegariusWolf

#1
Help / Re: Disease and damage types combined
February 10, 2015, 07:58:45 AM
I already tried it, seems that disease and damage must be written on two separate files, but in the case of bullet damage it somehow links to infection, i just cant figure out how to create a link for my type of damage.
#2
Help / Re: Disease and damage types combined
February 08, 2015, 05:10:25 PM
I already know how to create new damage types and how to add them to a weapon, i also know how to create new types of diseases, my only problem is getting the disease and damage type to combine, can just figure out how to combine them together.
#3
Help / Disease and damage types combined
February 08, 2015, 03:40:43 PM
How can i attach a disease event to a specific type of damage, ex: gun causes shock damage to a pawn, and after a few seconds, that same pawn gets a disease that makes him unable to use a weapon for a few seconds, or even better go into shock for a few minutes.
#4
Outdated / Re: [MOD] (Alpha 8) Meteorites - The Revenge
February 04, 2015, 12:43:40 AM
Quote from: OldVamp on February 03, 2015, 08:08:18 PM
it adds 2 events
a single mine-able meteorite falls from the sky
a storm of mine-able meteorites fall from the sky and wreak havock
Pretty cool indeed   ;D
#5
Outdated / Re: [MOD] (Alpha 8) Meteorites - The Revenge
February 03, 2015, 07:53:03 PM
Just a small question.
What does this mood relay Do????
I'm sorry if I'm being a noob but there is no actual description of what this mod actually does.
#6
Quote from: NeoGambit on January 23, 2015, 01:44:35 AM
I love the idea behind this mod, however if you can figure out how to fix my dilemma, I would be grateful.
I built a large no-roof prison area, with individual rooms with beds inside.  I was hoping to have this setup to alleviate the "shared room" and "cabin fever" debuffs on my prisoners.  I was hoping that if I just left the room doors open, they would walk outside freely and mill around, then return to their rooms when they were tired.  For some reason, they just won't pass that threshold between the indoors and outside.  I don't know much about programming, but I fear this might be something ingrained in the prisoner AI, and has nothing to do with the mod itself.  Any suggestions would be appreciated, and thank you again for the work you do.

I kinda had the same problem, it seems that the problem is that the area outside the room isn't considered prison area, to work around this just build a medical bed outside and declare it as "prisoner bed". It worked for my slave control area.
#7
Is it possible to create a "White list\Black list" system so pawns will be able to use some doors but not others?
Just to prevent my colonists from going far from the main base and leaving work unattended. like my doctor decided to go to the far edge of the map and getting himself shot wile theres people to heal in the med-bay.
#8
This mod seems really great but the androids are kinda useless most of the time, most of my colonists are equipped with cybernetic limbs from Cybernetics storm mod, and they can preform any tasks at four times the  speed of the androids, most of the times the androids are just standing while there is jobs to do and my colonists are going all over the place.
Is there a way to increase the androids movement speed, or be able to change parts on the androids, so they can be upgraded on different areas of skill like , manipulation for crafting or sight for combat?
just the ability to replace body parts from the cybernetics storm mod would be great.
#9
Quote from: Jaxxa on January 07, 2015, 05:36:56 PM
Quote from: OmegariusWolf on January 07, 2015, 02:16:16 PM
I think i figured what the problem is with the Stargate, it seams when someone tries to send more than one outgoing jump it overrides the first one to go. plus there is a bug in witch it is possible to limitlessly send items and the same people over the gate.

My bases are overrun with clones and I'm freaking out. :o

If someone tries to send more than one outgoing jump it 'should' be giving an error telling you to recall all off-world teams first.

Also when you recall someone it should remove the file that stores them so you cant get clones unless you are loading a previous save from before they left.

It sounds like something may be going wrong with reading / writing the files.

Could you give detailed instructions on how to replicate that, using a new colony (probably use dev mode to do it quickly).
What OS are you using?

Thanks.

1st - load main base save.
2nd - load stargate with resources\people
3rd - save game main base
4th - send outgoing wormhole
5ft - load Stargate colony 1 save
6th - select Stargate and click incoming wormhole to receive resources\people.
7th - save game Stargate colony 1
(reload main base repeat steps 3 to 7 to Spam unlimited resources\clones in new colony)
8th - repeat steps 1 to 5 then instead of clicking incoming wormhole load up the Stargate with something and press outgoing wormhole. load up a 2nd colony save game and press incoming wormhole, it only receives the colony items but not the main base.
#10
I think i figured what the problem is with the Stargate, it seams when someone tries to send more than one outgoing jump it overrides the first one to go. plus there is a bug in witch it is possible to limitlessly send items and the same people over the gate.

My bases are overrun with clones and I'm freaking out. :o
#11
Can someone explain me how does the Stargate work, i know I'm probably being a noob, but i can't find a way to add materials or people to the gate, i already tried to create a stockpile  next to it and click the button to add materials but nothing happens.
#12
How does the stargate work, it only seams to make my game crash wen i try to build it
#13
Outdated / Re: [MOD] (Alpha 2) Random Useful Junk
March 25, 2014, 06:58:43 PM
game is almost perfect now. :)
#14
that's to much work to be practical. the game needs at least 12 tool bars to be able to comprise every mod item i have instaled now. :(
#15
Is it possible to change the game UI trough a mod?
i've trying to find the assets to change it so it's more mod\content friendly.