how about a patch for Mechanoids Extraordinaire
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#1
Releases / Re: [A17] Combat Extended - v1.5b Tribals enhanced (06.09.2017)
September 05, 2017, 08:16:00 PM #2
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
September 05, 2017, 05:54:57 PM
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
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
#3
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
September 05, 2017, 02:37:41 PM
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
Outdated / Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
September 05, 2017, 12:07:14 PM
Reclaim Fabric throws exception when the number of reclaimed fabric is 0 (it happens when apparel is low health)
#5
Outdated / Re: [A17][MODLIST] Modular Power Armor and other small things
September 02, 2017, 07:14:33 AM
I have added a tab for research and sorted the techs - feel free to use it
[attachment deleted by admin: too old]
[attachment deleted by admin: too old]
#6
Releases / Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
August 31, 2017, 10:13:50 AM
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
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
August 21, 2017, 05:56:08 AM
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
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
August 18, 2017, 04:00:49 AM
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
Releases / Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
August 17, 2017, 02:25:11 PM
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:
Code Select
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
Releases / Re: [A17-A15] Industrial Rollers 2.1 - Free your haulers!
August 11, 2017, 01:47:51 PM
Just one to say this is great mod!
#12
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
August 27, 2016, 08:45:15 PM
Whats new?
#13
Releases / Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
August 16, 2016, 01:37:03 PM
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
Releases / Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
August 16, 2016, 08:30:06 AM
Having vancidium enabled you can always kill that trading group that came to you having grand vancidium sculpture with them
#15
Releases / Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
August 12, 2016, 02:30:58 PM
CCL makes default crafting benches not drain power when idle. Was this considered in this mod? Flicking is just unnecessary micromanagement imo.