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Messages - veryinky

#1
I clicking on it doesn't do anything, game's very locked up for me. I'm thinking it's because I'm using Haplo's "Miscellaneous 191 - Vanilla Enhanced" mod and there's some kind of conflict. I'm going to go through my mods to see if that's it.

I've got Misc 191:VE (Colonist Positioning 'n' Groups, Trader, Artefact, Locked Doors, BrainPals.), Vents only from heat distribution, Weapon Crafting, Hospitality and Less Incident Trolling.
#2
I think I'm going to stick to 1.03d with Latta's DLL. Latest version doesn't load for me.

#3
Quote from: Latta on March 27, 2015, 04:40:54 AMDid you tried to change mod order? It...MIGHT work. For me, I lost my save anyway so I re-organized whole mod order and it seems okay except controlled mechanoids change everytime I load. (Though no long term test yet)
If you are worried about change it, maybe my temporary solution will work as a changed list of controlled mechanoids is not a big deal compared to not loadable at all.
Actually I tried your DLL and it worked. Though PAL isn't really worth it for my purposes. It does keep my tundra bunker complex warm (-62 outside, 22 degrees inside) without the need for heaters but it wasn't worth the thousands upon thousands of metal just so the dozen or so roomba crawlers don't overheat as much.



There's probably a much more efficient PAL arrangement too. Do the coolers need to be facing an open space?
#4
Spoke too soon, built up PAL to support 7 mechanoids and now the game won't load. 1.03d.

Game ran fine without PAL and 12 mechanoids (crawlers set to hauling or cleaning, I only really want roombas anyways)
#5
1.03d works for me.
#6
Quote from: Orion link=topic=9221.msg118297#msg118297 I never thought it was a big deal. I'll see what I can do, though.
/quote]
It's my main complaint with the mod. Crawlers short circuit themselves, burn out their limbs and have to be bashed to death to be re-chipped. Seems wasteful (and requires my personal attention) to do just to fix their arm.

I'll test 1.03d and see if it works.
#7
I used 1.03b and it worked, upgraded to 1.03e and loaded save games locked up. Shame. I really liked robotic helpers to haul and clean.

Plus PAL is kinda pretty. Do PAL blocks count as walls blocking temperature? Do higher quality AI boards affect short circuit/berserk chance?

Would love it if there was a way to repair mechanoids when they get damaged.
#8
So now that there's a mod to craft vanilla guns, is there a mod to craft vanilla armors; the metal/kevlar helmet and the armor vest? Maybe shield generators too since pirates don't seem to have any trouble having dozens of those. I've searched the forum for an hour and can't find one.
#9
Releases / Re: [MOD](Alpha 9) Hospitality (v1.00)
March 22, 2015, 02:31:37 PM
Quote from: Orion on March 14, 2015, 07:42:46 PM
I was thinking about that too, which is why I gave the mod this name. I want to allow the player to improve relationships by treating the visitors well. I won't be able to turn the game into Hotel Tycoon, but maybe you will at least be able to offer them a bed or something to eat.
Some Hotel Tycoon ish feature would be nice though, like a Inn setting for beds, like Colonist, Prisoner, Inn and they'd drop silver based on the quality of the room. Or the ability to sell meals to them. Some kind of "Inn" sign that works like a trade beacon? Or, a zone definition which overlaps a table&stools, food stockpile, and bed?

I'm not entirely sure what Visitors are supposed to be for right now, they just wander around the map for a bit, eat their own food, then leave.