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Messages - Drusek

#1
how about a patch for Mechanoids Extraordinaire  :)
#2
No fix for shields when having bionic arms? :(

Also if you are looking for features: unload weapons when smelting them or even have some job for unloading all weapons in storages/area.

And also thanks for working on the mod  ;D
#3
Ammo won't shoot without the barrel. I agree it shouldn't behave like that. If anything it should have 1 tile low damage explosion for standard ammo and maybe bigger for energy/explosive ammo.
#4
Reclaim Fabric throws exception when the number of reclaimed fabric is 0 (it happens when apparel is low health)
#5
I have added a tab for research and sorted the techs - feel free to use it

[attachment deleted by admin: too old]
#6
Modding related question: where can I mod the number of bionics on one body part? Like I can put more than one on torso (exoskeleton and something from other mod) but I cannot figure it out how to do it for something like brain.
#7
Minor but annoying bug: I use EPOE and when I install bionic arm I cannot use shields anymore :/ It says I'm missing body part.
#8
I think there is a minor bug - every turret (auto or manual) no matter how you configure warmups and cooldowns in xml files has exactly 1s of cooldown or warmup ("Can fire in: 1s")
#9
Is there any turret mod compatible with this?
#10
Unfinished / Re: [A17][2 mods now] Project RimFactory
August 12, 2017, 02:27:39 PM
Hi, I'm looking for help to make S.A.L and "Reclaim fabric" from here work together. I get the error below when the assembler is finishing the job:

Exception ticking AutoCrafter453890: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetEdifice (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at ReclaimFabric._Thing_ReclaimFabric+<_SmeltProducts>d__0.MoveNext () [0x00000] in <filename unknown>:0
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator24D.MoveNext () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.TryMakeProducts () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.TickSecond () [0x00000] in <filename unknown>:0
  at ProjectSAL.Building_Assembler.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#11
Just one to say this is great mod! :)
#12
Whats new?
#13
Idea: ribs that affects sleep and joy in positive way. Like sleeping pills (better/faster sleep) and some drugs that rises joy like every few hours and lowers consciousness. (if that's possible)
#14
Having vancidium enabled you can always kill that trading group that came to you having grand vancidium sculpture with them :D
#15
CCL makes default crafting benches not drain power when idle. Was this considered in this mod? Flicking is just unnecessary micromanagement imo.