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Messages - Emottaja

#1
Quote from: CasereHG on April 16, 2016, 02:24:32 PM
Okay, I know I'm not the sharpest knife in the drawer, but I can't seem to get the Pawn Bar to show up in either new colonies or existing saved games. What the heck am I doing wrong? Please help. Here is a list of the mods that I use (in order of loading): Core / EdB Mod Order / EdB Prepare Carefully / Mad Skills / Enhanced Tabs /  RW_PawnBar / Craftable Medicine / Additional Joy Objects / Practise Target - Thank you for any help in advance.

I had that happen to me as well, but I managed to fix it by creating a whole new world. Have you tried that yet? It worked for me at least. =/
#2
Releases / Re: [A13] Rimsenal v0.521 : Feralized
April 16, 2016, 04:46:45 AM
I like the new armor designs. On alpha 12, I used to have my colonists wear the Marksman gear while my soldiers wore the Riot gear.
The new Riot gear looks awesome, but I miss the Marksman gear. =/

Could it be possible to maybe have clothing sets in your awesome style to complement the awesome armors? =3
#3
Outdated / Re: [A12D] Community Core Library v0.12.6
March 28, 2016, 03:54:25 AM
Quote from: TheSilencedScream on March 28, 2016, 03:06:28 AM
Alas, should've read comments before I downloaded.
I'm also missing anything to research and, two hours into setting up and building, I've now discovered it.

Not really looking to commit to a new fresh start...
Any workaround or suggestion on other mods I could tack on with ARDs to make the research menu pop?

the research not showing bug happened to me as well, but here is how i managed to somehow fix it.

1. disable ALL the mods you have (don't touch core) and close the game
2. reopen the game and enable only CCL and then close the game again
3. reopen the game again and enable the rest of your mods, then close the game yet again
4. reopen the game a third time and now it should hopefully manage to load your mods correctly.

might have something to do with the thing that the game doesn't load all assets unless you reopen the game exe for some reason
and it might have left some unneeded data from the previous install? (I'm mostly quessing here, but it worked for me)  :P
#4
The ruins generation wanted to give me a difficult start.

https://41.media.tumblr.com/34f8b9457f419bbb3dc2b1d2d8692eb9/tumblr_o2p7akU2Pp1tq9aigo1_1280.png

For some weird reason the walls of these hostile ruins were left open and my colonists haven't even landed on the map. =P
#5
Been using the Mine Vein mod to mine all the metals, but after loading the latest version of Community Core Library, for some reason the Mine Vein mod refused to load and didn't cause an error log when I loaded my save.
#6
Outdated / Re: [A12D] Community Core Library v0.12.6
January 30, 2016, 01:26:34 PM
Quote from: Kaballah on January 30, 2016, 03:56:24 AM
FYI, this update produces an error on startup with Jacob814's glass+lights mod current version, and I'll post a note in his thread about the same.  Thanks.
Happened to me as well.
Also caused 1000101's Mine Vein to not load at all when I loaded my save.
Didn't produce an error though.
#7
My Fort Turtles are being a bit silly, they prefer to drink all of the beer my colonists make, even tough there's a crapton of hay, meat and meals lying around right next to the beer.

Only noticed this after one of my Fort Turtles overdosed and died of beer and the rest of them where drinking the bottles right after my colonist dropped them.  :P
#8
I like the backpacks of this mod, nice that my colonists can bring meals with them, but I got a problem with the carts.  :P

For some reason my colonists refuse to use the cart, either by indicating that there supposedly is nothing to haul, even if there are haulable items and an empty storage right next to them. Or  they just pick up the cart and drag it around while carrying single items by hand, not using the cart at all.  :-\

I'm not sure if this next bug is from this mod or a conflict with another, but at sometimes my colonists try to haul psychic lances or other similar items and then just stand still doing nothing until they have to sleep or eat. When this happens, there are no visible psychic lances in the whole map and no other haulable items nearby. I suspect that the new haul logic makes them try to haul items in undiscovered/hidden areas of the map, like the underground tombs with the cryosleep cascets, and then fail to path there.

It doesn't cause any error messages so I only noticed it after half my colony was just standing still in the cold getting hypothermia. ???

Correction: https://41.media.tumblr.com/473d9e9517cea7e54789805d4d705bab/tumblr_o1912kz7Mp1tq9aigo1_1280.png
#9
Quote from: EdB on August 30, 2015, 03:32:39 AM
I've released an incomplete "pre-release" version of the mod with support for Alpha 12.

It includes the Colonist Bar and some of the miscellaneous interface options (default empty stockpiles, etc).  It does not include the replacement tabs, the inventory dialog, the minor tweaks to the work panel or any of the new squad features from the beta release that I did a couple of weeks ago--I'm still working on all of that.  I'd be surprised if I got a full release done before next weekend.

Give it a try and let me know if you run into any issues.

Download EdB Interface 3.0.2 (Pre-Release)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

There's this version for A12, TheGentlmen
#10
Hey,
Tried out this mod today and got the new "rumors of ruins" event trigger, but it bugged out somehow. After I selected the colonist to sent out to explore and pressed the "ok" button, nothing happened. It was as if the event never happened. =/

I had a "toxic fallout" event present in my colony at the same time, wonder if that had something to do with that?

Just to let you know.
#11
I found no compatibility issues with the EdB interface mod and this one, might be a load order issue perhaps.
my load order from the mod config:
  <activeMods>
    <li>Core</li>
    <li>Tech Tree Minami A7</li>
    <li>TTMpatch_Apparello</li>
    <li>TTMpatch_AnimalHusbandry</li>
    <li>TTMpatch_MAI</li>
    <li>TTMpatch_Clutter</li>
    <li>TTMpatch_Embrasures</li>
    <li>TTMpatch_ExtendedStoneworking</li>
    <li>Side NPD</li>
    <li>EdBInterface</li>
    <li>GlitterTech</li>
    <li>EdBPrepareCarefully</li>
    <li>NewRecipeNurse</li>
    <li>SurgeryExtendedAndBonics</li>
  </activeMods>

also, the surgery xp part doesn't seem to conflict with TTM either. =/
#12
Here's some ideas.
How about hypno-eyes which could give a buff to convincing prisoners to join the colony?  :o
Or maybe hyperweave skin with an armor bonus?
A lesser version could be implanted iron plates with slight armor bonus but slow down movement?
Why not throw in bioluminescent hair implant to have glowing miners? =P
#13
Quote from: Preacher on September 22, 2014, 07:40:23 AM
Is there a way you could possibly tell us how we can modify the maximum amount of points? I'm kind of clawing my eyes out in anger since I can't seem to re-create the firefly cast. I mean I'm trying to have Kaylee with high points in mining/construction, Mal is great socially, with his guns and melee. Zoe is good social, awesome with a gun and sort of good melee, River is great at many things, Simon is a good doctor/researcher, Jayne is really stupid in everything but shooting/melee.

It seems basically having all of them is impossible, unless I spawn with 0 resources and they all have the skillset of 0 for everything.

I agree. Maybe a secondary version with +5000 points?
I started a game with TTM mod and pressed the Prepare Carefully button, the randomly generated colonists were already worth so much that the points were at -3000... had to set all their stats to 0 in order to get any starting items. :-\

Otherwise, good job. Like it a lot. :D
#14
Quote from: Xerberus86 on September 05, 2014, 07:27:03 AM
Quote from: tervix on September 05, 2014, 05:05:32 AM
Is this mod still going to be updated? just questioning.

would be interested too, i would love to create my first three (or 4) colonists on my own instead of clicking the randomize button for several dozen times (literally).

Go check page 19...