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Messages - BlackGyver

#46
Releases / Re: [A16] sd Mods - mostly stuff
January 12, 2017, 06:09:48 PM
Quote from: sulusdacor on January 12, 2017, 12:34:43 PM
it's a quite nice workaround. i set the flammability to exact 0.5. so it's in the "not as ruins" range, but does not catch fire as easily. just loaded 6 maps and seems good. thx for the tip =)

Quoteedit: small addition to the ruins thing. this only counts for the base game map generation. any mod doing map generation and that does not check for that will still be able to build out of foundation material.

Awesome! Off to downloading the newest version then, thanks for the quick reply and efficient work! ;D
#47
Quote from: asquirrel on January 10, 2017, 04:20:19 PM
Quote from: Incendiary Pingu on January 10, 2017, 03:56:21 PM
Quote from: Fafn1r on January 09, 2017, 05:06:28 AM
Damn, you made me forgot about RT Weapons and High Caliber. Rimfire is the only gun mod I need now. The only thing it lacks is a flamethrower. Can we have a flamethrower? :D

I need a flamethrower so much. Imagine the possibilities. That and a taser/stun gun but maybe that's not the same theme as rimfire.

Download Colonial Marines mod.  They have a flamethrower.  Also Ferals in Rimarsenal have a scorcher (flamethrower). 

The problem with the colonial marines mod is that the weapons are not always very well balanced, some are outright preposterous, and the art style for the weapons is a bit lacking (unlike Rimfire's).

I browsed the weapon suggestions, and saw the nonlethal option was (is?) considered, but put off with one of the reasons being some mods already filled that niche, however there are currently no standalone mods for A16 that offer an option like that, and downloading the full Glittertech or Combat realism mods just to get one weapon when you don't care about the rest, well, that's not ideal at all, is it?

This is actually really funny, because I just came to this topic to request *exactly* a flamethrower and a stun gun/taser being considered as additions, so I guess I'm thirding those suggestions! I really need both of these in my life, and what better mod to have them in than this one? Great balance consideration, the art style is coherent and really pretty, and weapons can individually be disabled as desired, it's really the ultimate weapon mod!

I've actually put a little thought in how a nonlethal option could be balanced, and I wonder if making these one-use items (like the vanilla launchers) could be a solution, here?

Thanks for the work you've put in, and I wish your mods a long life!
#48
Outdated / Re: [A15/A16] AlcoholV's Mod List
January 12, 2017, 02:41:19 AM
Hi!

Would you consider updating your stun gun mod to A16? I need this in my life! This game has no nonlethal options to subdue people, and the very few other mods that add something similar do so as part as a large pack and not as a standalone thing!

In advance, thanks a lot!
#49
Releases / Re: [A16] sd Mods - mostly stuff
January 12, 2017, 02:29:30 AM
Hello!

So, I thought some more about foundations being generated within the world as structures, would simply switching the foundations to a wooden material prevent that from happening? The game doesn't generate natural wooden structures, so I assume something's in place to allow only stony and some metallic structures to appear, but no wooden ones. Could that be a workaround?
#50
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
January 11, 2017, 05:20:04 PM
Just wanted to signal that loading WorkTab after Prepare Carefully in the mod order can apparently cause the game to override some normally unassignable jobs (pawn incapable of Dumb Labor will have hauling enabled though still blank in the work tab, but with no ability to set a work priority on it or disable it).
#51
Quote from: UnlimitedHugs on January 08, 2017, 11:48:28 AMI can take a look at the crash landing conflicts, but no promises there, since it may require changes on CL's side.

To narrow down a bit what I said when I mentioned issues with it; the starting crashlanding event doesn't fire at all if you reroll the map.

Thanks for replying, I'll be looking forward to rerolling non-starting maps! No pressure though, your mod is already amazing. :D
#52
Hello! I'm loving the mod, a godsent to get those perfect maps! I do have one question/request, though; the mod doesn't play well with the ship crashlanding mod, but I thought "that's fine, I'll just crash anywhere, enjoy the crashlanding starting events, build a temporary base, then move on to another worldtile I actually want to settle and reroll that map to get a good one", only to find out afterwards that you can't reroll anything but your starting map!

Is there a way to reenable the map reroll for subsequent maps on other world tiles? I looked at the code, but I'm no wizard and I couldn't find the part that governs this.

Thanks in advance!
#53
Releases / Re: [A16] sd Mods - mostly stuff
January 06, 2017, 10:14:36 AM
Alright, thanks for the answer, hopefully one day a solution presents itself! Until then, I'll be enjoying the rest of your nice mods.  :)
#54
Releases / Re: [A16][MODLIST] Glitter Tech
January 06, 2017, 02:44:23 AM
Hello! Great looking mod you have there! I don't plan on using it in my current playthrough because I'm aiming for another theme, but one feature seemed absolutely essential to have regardless; the Orion Corp stun baton! The base game lacks nonlethal options, and this is a great addition!

Now, I was wondering if it was possible to only include the stun baton in my game, and if so, how?

Any help would be greatly appreciated!

Thanks in advance.
#55
Releases / Re: [A16] sd Mods - mostly stuff
January 06, 2017, 02:39:02 AM
Hello! I have installed sd_bridges, and on local map generation, it seems that some ruins generate out of foundation material. Is this intended? Is it possible to remove the material from map generation?

Thanks in advance for any help provided!
#56
Right, thanks for confirming that Darius, I was suspecting as much. However, since it is made apparent by this mod and can create odd combinations, I was also wondering if EdB (or someone able to) might want to take the time to switch those named/incorrectly gendered descriptions to wildcards instead. That would be really neat!

Minor, really, but neat!  :)
#57
I've just noticed the Mamuffalo has his cooldown between attacks set to 100s, giving him a whooping total of 0.1DPS. You read that right. Is this intended behavior? As of right now, a group of three of them could probably be taken down by a rabbit.
#58
Hello! Loving the mod!

However, something I've noticed in my game (I'm not sure if that's expected behavior as of now or not), is that some of the backgrounds seem to have a preset gender or name/nickname assigned to them in their descriptions (and I assume it also affects combinations in a randomly generated pawn).

Quick example, selecting the "Space Smuggler" child background for my female colonist Ariane gives her the not-so fitting background description of "Aided by his small size, Tater became very adept at carrying out his parents' missions [...]".

Now I'm wondering, might it be possible to modify the descriptions to have them reflect the nick/name and gender of the colonist instead?

Thanks in advance for any answers about that one!
#59
Releases / Re: [A16] Static Quality Plus A16.1.2
January 02, 2017, 03:20:31 PM
Hello! Cannot yet speak as to the quality of the mod but given what I've read, it looks like a must-have.

I have a request; could you put a link towards a dropbox so people won't have to register on these forums to download the file?

Thanks in advance!