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Messages - falcongrey

#16
Quote from: Joshy1111 on July 28, 2016, 07:14:54 PM
Quote from: falcongrey on July 28, 2016, 05:03:07 PM
57 68 79 20 61 72 65 20 79 6f 75 20 68 69 64 69 6e 67 20 6e 6f 74 68 69 6e 67 3f 20 48 69 64 65 20 73 6f 6d 65 74 68 69 6e 67 20 61 74 20 6c 65 61 73 74 21
49 20 61 6d 20 68 69 64 69 6e 67 20 6e 6f 74 68 69 6e 67 20 73 6f 20 70 65 6f 70 6c 65 20 77 61 73 74 65 20 74 68 65 69 72 20 74 69 6d 65 20 6f 6e 20 6e 6f 74 68 69 6e 67 20 3a 44

Edit: 59 6f 75 20 61 72 65 20 74 68 65 20 73 65 63 6f 6e 64 20 70 65 72 73 6f 6e 20 74 6f 20 6e 6f 74 69 63 65 20 74 68 65 20 68 65 78 61 64 65 63 69 6d 61 6c 20 74 65 78 74 20 3a 44

Nice!  ;D
#17
Quote from: MaxP on July 28, 2016, 02:45:21 PM
And helmets please :)

LOL, those are the gems I want as well! xD

Well, Helmets and MMS to find the stuff! ;)
#18
@Longwelwind -  Amazing work! One idea about the 'dev' command is if you can detect that it is 'on' it won't allow for those with it 'off' to trade or interact as a way to have those who don't want 'dev command' stuff and what not in their game.

Yes, I do know this won't stop someone from 'turning it on for a time' and cheating then turning it off to interact, but it could cut some of that down a little.

@Joshy1111 - 57 68 79 20 61 72 65 20 79 6f 75 20 68 69 64 69 6e 67 20 6e 6f 74 68 69 6e 67 3f 20 48 69 64 65 20 73 6f 6d 65 74 68 69 6e 67 20 61 74 20 6c 65 61 73 74 21
#19
Quote from: Rikiki on July 23, 2016, 07:24:36 AM
Quote from: falcongrey on July 22, 2016, 06:57:34 PM
I heard it was pretty bad in Boston...  :-\ What's left?
Oh there are the usual drugs addicted raiders, the hungry super-mutants and some feral ghouls.
Some communities are trying to survive in the mddle of this and helping them is quite enjoying! I like this universe! 8)

I am just starting to explore Boston. I spent a lot of time in the country before.

Eventually I need to check it out some time...
#20
Thank you for the updates, Itchy! <3
#21
(You ninja'd my edit! lol)

Quote from: notfood on July 27, 2016, 02:39:50 PM
In HardcoreSK everything needs component, even cloth making. I'm used to that. To be honest, I find vanilla very dull with their material requirements to the points I'm unable to play it.

I'm removing the auto work givers and moving everything back to the concept of bills. I don't know why they did it this way in the first place. Probably because of the under roof restriction but that seems easy to fix as a table element thing (like power).

I wish I understood the coding side of this better so I could have done more (or contributed more) to the ongoing of this mod. It has a lot of potential if it can be balanced.  I do like the concept of HardcoreSK in many ways, though requiring components for cloth work seems a bit steep, considering a needle lasts a LONG time. Near indefinite if taken care of.

EDIT: :o  CCL went onto Steam Workshop!?! (Maybe I'll start using it again...)
#22
Quote from: notfood on July 27, 2016, 01:17:58 PM
It can use anything, you can replace it yourself in the def in the part where it says fuel. I was thinking about adding an extra item, like, mending materials or something. Crafted from components haha. Maybe...

First, thanks for taking this and updating it.  Unfortunately without significant changes, not much can be done for balance. One balance I tried to put into it was the need for components to build and repair, mostly due to reality. We are going to need tools and such to repair just about anything. Especially when we get to power armor and weapons of any kind.

If the effort is warranted for the balance, routines to check for the type of item being repaired and then to require specific material such as cloth for cloth clothing, components and or steel (or whatever metal it is made from) for tools and weapons just for examples. I have a feeling at some point near finish, Tynan will come up with something for mending (if he doesn't adopt a mod that does this for him) but not until the game is nearing completion for obvious reasons of more to fix at every update.

And to answer the question about CCL, it adds a layer of complexity that often causes issues with various other mods. Mostly because the other mods didn't conform strictly to requirements for making a mod (in basic, they were lazy coders...) so CCL tends to bring 'over looked oopses' to light in very painful ways... (CTD... corrupted saves.... so on.) And I know, not CCL's fault...

edit:
Other things in earlier conversations was the talk of adding when things are repaired, chances for quality reduction based on skill and max durability to be reduced by a percentage based on the skill.
#23
Quote from: Exende on July 25, 2016, 10:44:10 PM
would be nice if someone would update the variation of this mod that requires repair kits to repair apparel/weapons, seems kinda dirty getting to repair duration to 100% for free

I was simply trying to get it to work, though I did require components to build and repair the bench. It appears notfood is taking the mantel up next so hopefully we get at least a working mending bench, then can worry about balance. I do agree, the bench REALLY needs balance.
#24
Ok, going to upload the broken mod, the source I'm working with and the original A12 I found (zipped inside) for someone who better understands this than I do. I'm not making any headway on this error.

SourceFiles  The A14 I have been working on is in Mending_SK/source. The A12 zip included is the untouched A12 source I tried to bring up to A14 with no success.
#25
I found the source code and trying to work on a WORKING update for the mod. I seem to have hammered out all the compiling errors so now I'm trying to fix the definition errors. (This last part is got me banging my head...)

Current hang up is: Failed to find Verse.ThingDef named TableMender.

So no one hold breath. But I'm getting there. :)
#26
Quote from: Slye_Fox on July 22, 2016, 04:28:23 PM
I'd just like to suggest looking at the RTG's research requirements, it's available from the start in the Tribal scenario.

I think a nuclear reactor, though simple in principle, should require research for colonists too... But that is just me.  ::)
#27
Scenarios / How does one Post a Scenario to here?
July 22, 2016, 07:04:50 PM
I think I'll start this forum off with a logical question. :)
#28
Quote from: me911 on July 22, 2016, 06:41:18 PM
Let me open by saying i do love that Tynan is clearly putting so much effort into helping this game succeed, and i think its pretty clear that its working.
I was just wondering if anyone has any idea when these smaller A14 patches are going to become slightly less frequent, as i dont have the time available to play for a few hours in the short space between these patches and i am ending up with a half-built colony or two on each older patch. I suppose you could say the devs are doing TOO GOOD of a job ironing out the bugs for my liking :p

For most of these hotfix patches, it should be safe to load the save game and continue.
#29
Quote from: gehennianviceroy on July 22, 2016, 04:39:16 PM
Is the A14 update to Mending being actively being worked on? It is one of the few mods I find are necessary. I might have a crack at updating it myself if it is being abandoned.

If I understood how to work on it... I would, though I would also work in a little bit of balancing. 

Short answer, I don't think so at the moment.
#30
Quote from: Rikiki on July 22, 2016, 03:23:18 PM
I am working on it but... err... let's say slowly. My exploration of Boston after a toxic fallout event (Fallout 4 ;))  is taking a lot of my free time these days... ;D

I heard it was pretty bad in Boston...  :-\ What's left?