@Rift, maybe try re-downloading a new version of droids & or using EdB's Mod Order to make sure they're loading in the correct order.
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#1
Outdated / Re: [A11] Mechanical Defence 2 (Update 18 - A11 update + droid fixes)
June 16, 2015, 05:54:31 PM #2
Outdated / Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.4 - RETURN OF THE DROIDS)
November 20, 2014, 12:38:34 PM
Hail Droid!
#3
Outdated / Re: [MOD] {ALPHA 7} Eug.. Genetics - by JuliaEllie - (early release) (16.11.2014)
November 16, 2014, 08:49:08 PM
Love it, nice work. Though after I animate a corpse into a colonist they start to develop different stories. I cloned my best colonist who could do every task, the clone was fine then it generated a random name and story, so it stopped being able to clean and doctor, things like that.
P.S. Hi c:
P.S. Hi c:
#4
Outdated / Re: [MOD] (Alpha 7) Mechanical Defence 2 (Initial Release)
November 12, 2014, 05:52:11 PM
I miss some of the features from Mechanical Defense 1.
Are you going to add some of them back, or just add new stuff? What ever you choose I'm content, thanks for taking your time to create this!
Are you going to add some of them back, or just add new stuff? What ever you choose I'm content, thanks for taking your time to create this!
#5
General Discussion / Rate my base setup.
August 14, 2014, 02:20:19 PM
Hi!
Rate my base and give me suggestions, k.
No cheating.
It has a prisoner block with indoor and outdoor defenses, a main power supply in the top left with the power storage at the top, and a large wooden structure for main housing and storage. It's all surrounded by a 3x3 wall of stone to stop fire and tunnel access to certain points. It has four points of entry each of those guarded. There is a mini-power supply beside the house itself because it was my first power source before I bothered to make the walls.
I moved my colonists out of the way for the picture because I didn't want to see their names in it. Some graves and a farm near the entrance to the main house. Lastly it has a small dumping stock pile built out near the bottom with a AI persona core guarded by a turret, because why not?
(http://prntscr.com/4csuu2)
Rate my base and give me suggestions, k.
No cheating.
It has a prisoner block with indoor and outdoor defenses, a main power supply in the top left with the power storage at the top, and a large wooden structure for main housing and storage. It's all surrounded by a 3x3 wall of stone to stop fire and tunnel access to certain points. It has four points of entry each of those guarded. There is a mini-power supply beside the house itself because it was my first power source before I bothered to make the walls.
I moved my colonists out of the way for the picture because I didn't want to see their names in it. Some graves and a farm near the entrance to the main house. Lastly it has a small dumping stock pile built out near the bottom with a AI persona core guarded by a turret, because why not?
(http://prntscr.com/4csuu2)
#6
Help / What does this error mean?
July 11, 2014, 08:56:21 AMNullReferenceException: Object reference not set to an instance of an object
at System.String.Concat (System.Object[] args) [0x00000] in <filename unknown>:0
at Verse.MapIniter_LoadFromFile.InitMapFromFile (System.String mapFileName) [0x00000] in <filename unknown>:0
at VerseBase.RootMap.Start () [0x00000] in <filename unknown>:0
#7
Outdated / Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
July 10, 2014, 09:49:10 PMQuote from: godbyelol on July 10, 2014, 04:34:52 PMIt's alright, also I mean when you download the mod, not the alpha update, due to some issues or what ever, you may or may not need to create a new game. If you mean the new update of the mod, it can be the same thing.Quote from: Puch22 on July 10, 2014, 04:08:14 PMsorry if i dident explain good enough, it is from the new update, and i prob also misread when you asked if it was old/new save :pQuote from: godbyelol on July 10, 2014, 05:44:29 AMYeah, only some versions Mipen will release are compatible with old saves, so you'd have to start a new. If you really don't want to lose your set up, you could maybe use developer mode to research/replace what you lost from the previous save.Quote from: Puch22 on July 10, 2014, 05:16:16 AMOld save, when i start new it worksQuote from: godbyelol on July 10, 2014, 05:13:57 AMNew game or a old save?
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
The screenshot below is what i see when i load.
#8
Outdated / Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
July 10, 2014, 04:08:14 PMQuote from: godbyelol on July 10, 2014, 05:44:29 AMYeah, only some versions Mipen will release are compatible with old saves, so you'd have to start a new. If you really don't want to lose your set up, you could maybe use developer mode to research/replace what you lost from the previous save.Quote from: Puch22 on July 10, 2014, 05:16:16 AMOld save, when i start new it worksQuote from: godbyelol on July 10, 2014, 05:13:57 AMNew game or a old save?
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
The screenshot below is what i see when i load.
#9
Outdated / Re: [Mod] (Alpha 5) Burn Clothing v1.0
July 10, 2014, 04:04:53 PM
Maybe you could make a all new trader xml that over-rides the original with one for clothes along for the others?
#10
Outdated / Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
July 10, 2014, 05:16:16 AMQuote from: godbyelol on July 10, 2014, 05:13:57 AMNew game or a old save?
Figured it out, apparently i had to research the Pneumatic picks also to enable them so now its working almost, when i load a saved game, i recieve like thousand error logs, and rainbow screen :p Almost every colour is filling my screen up :-) Exept from that, great mod!
#13
Mods / Re: [Request] Space Religions
July 10, 2014, 04:37:40 AMQuote from: Viperlol on July 08, 2014, 03:08:47 AMQuote from: JonnyGUK on July 07, 2014, 10:23:03 PMWhat is wrong with having religions in Video games? It is not forcing you to believe it.
Oh no. Even in our digital escape we can't escape religion!
It's just that many arguements spark out in real life over religion and sometimes when we're really into a game and religion follows us, it just gets to the point where you give up playing. I know it sounds stupid but it might be true?
Or people could argue about the in game religions as well.
#14
Outdated / Re: [MOD/FRAMEWORK] (Alpha 5) Base Mod v1.0
July 10, 2014, 04:31:53 AM
Any chance you could edit a trader so we can sell apparel/clothing? I would try but I don't understand modding
#15
Outdated / Re: [MOD] (Alpha 5) Atomic Power
July 10, 2014, 04:30:07 AM
Thanks for the info, Beta.
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