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Messages - code99xx

#46
Quote from: gamhd on September 15, 2016, 11:59:59 AM
Hi,

Your mod "Disease plus" isn't working with EPEO. Don't know if someone already told you

Hey, can you elaborate on that please? I also have EPEO installed but apart from the error i mentioned above, everything seems to be working fine for me...
#47
Outdated / Re: [A14] HaulPriority (1.0.1) (19.07.2016)
September 15, 2016, 08:24:15 AM
Oh i see ... ok then, in this case ill wait for CCL to update.

#48
Outdated / Re: [A14] HaulPriority (1.0.1) (19.07.2016)
September 15, 2016, 12:49:22 AM
Hi, I think this conflicts with VeinMiner somehow. I cant make both of them work at the same time. This is the error im getting (see attached screenshot) when both HaulPriority and VeinMiner is active.
If I remove one of the mods, that error goes away.


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#49
Hey, great mods!

I really like the disease plus mod but im getting this error (see attached screenshot). I am using latest no steam version of the mod and game.

[attachment deleted by admin - too old]
#50
Im getting this error in console and I cant figure out what it means. (see attached screenshot)

Im pretty sure its about mods, i do have a bunch of them enabled but I couldnt figure out which ones, ive messed around with the load order  but no luck so far.

EDIT: After some more fiddling with my mods, I think its a conflict of some sort between VeinMiner and HaulPriority mods. As soon as i remove one of them, the error goes away. I will post this in their threads.





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#51
IDK if this is normal or .... in my current game I had a hive spawn so I sent my 2 best shots (i had 3 guys with guns, 1 sucked at it) to kill it. I couldnt kill the thing and had to fall back thinking Ill procure some explosives or something. I said to myself, how hard can it be to defend against the bugs.

Well, it turns out REALLY hard. Every few seconds a new bug would spawn and head straight towards my colony. I kept killing them over and over as they came towards my line of defense but they were just way too many.

I ended up using cheats to destroy the hives, it was impossible to kill them all.

Is this normal?
#52
Mods / Re: Vent mod can't remember the name .
September 14, 2016, 12:16:59 AM
Yes but RedistHeat does other things too, things i dont care about. For the moment I only need a vent to replace the vanilla one.
#53
Mods / Re: More hair styles
September 14, 2016, 12:16:09 AM
Oh sweet, thanks!
#54
Mods / More hair styles
September 13, 2016, 02:09:08 PM
I cant seem to find any mod that does this. Facial Stuff does this but im having a bunch of problems with it, animu hairs is not my taste and thats about it, i dont think i know of any other that are updated to A15.

Anyone got something? Something simple, i only want a few more hair styles, thats it :)
#55
Mods / Re: Vent mod can't remember the name .
September 13, 2016, 02:07:24 PM
I would also love to see a vent mod that does not require CCL.
I want something that replaces that vanilla hideous vent with a vent that you can build in your walls, thats it.
#56
General Discussion / Re: Immunity
September 13, 2016, 01:17:04 PM
Gotcha, thanks!
#57
Yeah i too agree, this whole prisoner thing is dumb and should get fixed asap.
#58
Ideas / Re: Hauling/Carrying is too Inefficient
September 13, 2016, 07:30:46 AM
Vanilla hauling/stacking is just annoying ... especially stacking. Why cant herbal medicine stack is beyond me.

Anyway, solutions for now (at least in my case) are simple, mods. Ive got the quantum stockpile mod (or something like that) which solves most of my stockpile problems and then, a mod i cant play without anymore, Miscellaneous w MAI+Robots.

This little gem gives you hauling robots, cleaning robots and much more. I was struggling with hauling today, people were sick, had stuff all over ther place, food out of the freezer and so on, it was a mess, until an orbital trader passed and I bought 4 hauler robots and 2 cleaning robots ... Things improved drastically and good too cause atm im in a middle of a volcanic winter, winter, cold snap, malaria and power issues because 90% of my power is made with solar panels ... oh and when the volcanic winter came i thought I was in a good shape, had loads of batteries charged, disconnected from the main network (there were for emergency situations) ... then a short circuit happened and ... well, as i said, power issues :D
#59
General Discussion / Re: Immunity
September 13, 2016, 02:13:12 AM
As it stands, they suffer mental brakes either way ... i had 3 colonists with malaria and ive put them in beds to get healed and had my doctors tend to them and when they were close to get immunity (at roughly 97%), all 3 went nuts and started wandering all over the map ...

Anyway, they got cured eventually ... now they got gut worms not 1 day after the malaria was cured. I cant get a moment of peace in this colony.
#60
General Discussion / Immunity
September 13, 2016, 12:49:53 AM
So umm ... ive been wondering about this for a while now BUT, once a colonist develops immunity to some disease (say, malaria), do I still need to keep them in bed or can they just resume being sla... i mean, equally viewed colony members that work normal hours etc etc ?