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Messages - bluestrike15

#1
Hope this mod gets updated! It really made Alpha 13 barrable for me.
Edit: Thanks for the reply  ;D
#2
Been playing for a bit and im SOOO glad you fixed that production/research problem. But I noticed that torches aren't generating light. Any possible fix on my end or is this a bug?

Edit: Thanks for the quick response!
#3
Outdated / Re: [A13] EnviroSeed SK v1.1a
April 27, 2016, 01:19:59 AM
Hey I was wondering if there could be a addition to include a separate download that has T's extended crops?
#4
Yea I've noticed this too, characters with scars will "disease" on them. Which can be miss leading if its just a scar or an actual problem.
#5
Quote from: NuclearStudent on November 18, 2015, 07:12:12 PM
Quote from: Livingston I Presume on November 17, 2015, 07:31:11 PM
Remembering that some people are literally incapable as they can't, not just won't.  Forcing an empath to attack someone for example, he would rather leave your colony or become dazed if he even spent too much time thinking about it.  And people are incapable for a large array of reasons, from sociel engineering, horrific upbringings and many other things.  A Vatgrown soldier is incapable of care because he literally cannot understand the idea of helping strangers, it's just so alien to him, if you asked him to doctor he wouldn't know where to begin, I think the current system works better, but if there was to be a mood debuf it should be at least -25 and has a chance of causing and instant break.

That's for extreme situations. However, people like Medieval Lords are perfectly capable of cleaning. Even if their culture frowns on them doing manual labor, they can't all be so stupid as to refuse to grin and bear it.
Yes that was what I was going for. I understand what you met Livingston. I agree that those Roles should be completely unable to do the jobs that they cant do but for Medieval lords and the like, they need to suck it up.
#6
False Alarm. After re downloading the mod It is working just fine along with Rimfire's compatibility download. It might have been that some of the parts didn't go threw the first time around. More than likely thats something on my side of things.
#7
Thanks to the guy that uploaded the download for the A12 friendly version. Its a shame that the OP isn't around right now but it still works just fine. Only problem i have with it is that the concrete and paved floor use metal instead of sand like in the earlier versions of the mod but its a minor issue. Cheers.
#8
Ideas / Negative thoughts instead of not doing the job
November 17, 2015, 10:58:34 AM
I'm not one for people being lazy or feeling too good to do something, When I've got people scrambling to grab things in the middle of using the Crash Landing Mod, It is kind of annoying to have a useless person sitting their cause he as a KingPin feels too good to haul in the burning food. So I think instead of baring characters like him from doing hauling, cleaning and generally being useful, it should instead cause a negative thought to the pawn. This would allow us players to in a dire situation use these guys to save the colony and when things are on a down turn, I can turn off those things that he hates doing. But this isn't just for all backstories though, There are some that literally bar them from doing things cause they just cant do them. This suggestion goes more to the pawns willingly choosing not to do those things cause they feel like they are better.
#9
The problem is when I input those mods and click close I get "Recovery from incompatible or corrupted mods errors" message box which then unloads all mods I've managed to get working to that point.

[attachment deleted due to age]
#10
I seem to be having problems installing, Its a comparability problem but the only mods I start with is the CCL with vanilla tweaks, Mod order, and this mod.

[attachment deleted due to age]
#11
Say what happened to the flower pot? Seems to have been removed in these updates.
#12
Quote from: Ninefinger on April 19, 2015, 05:39:16 PM
Quote from: bluestrike15 on April 19, 2015, 05:13:22 PM
Quote from: Ninefinger on April 19, 2015, 02:43:51 PM
Quote from: bluestrike15 on April 19, 2015, 01:55:20 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?


Well in the last update, deleting it made those objects stay indefinitely.  :-\

You might have to try to change the number till you get a more desired result, there might be a max range on that number hard coded somewhere a long the line too idk, either in the mod itself, or in the core game, i know it is possible somehow to make it last forever, either by tweaking the numbers idk if a lower number means it lasts longer, if it does then setting it to 0 might do the trick, or you might have to make it a separate mod, and remove those two items form superior crafting all together, however i think that they last long enough specially since i dont really use them unless im going for super cold climate survival and even then if i increased them it would feel a bit cheaty especially if you only had to set one up and never have to worry about it again.  ::) but that is just me.
Ive fixed it. I before only deleted the part of the lifespan timer,( The part that tells how many steps the object lives) and left out       
<li>
        <compClass>CompLifespan</compClass>
      </li>
Once I got rid of that the torches and fireplaces stayed forever. Just the way I like them to.
#13
Quote from: Ninefinger on April 19, 2015, 02:43:51 PM
Quote from: bluestrike15 on April 19, 2015, 01:55:20 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?


Well in the last update, deleting it made those objects stay indefinitely.  :-\
#14
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.
#15
I was wondering if you could try and get this mod and the superior crafting mod working together. It has some turrets that need to be changed for balance sake.