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Messages - NCrawler

#1
Quote from: MechanoidHater on May 06, 2015, 03:43:21 AM
Quote from: zenkitsune on April 26, 2015, 06:12:30 PM
can this be used in a10?

Technically it can but the wood texture is broken.

To fix the wood texture issue, just create a new folder under "Textures\Things\Item\Resource" named WoodLog and move the WoodLog.png and WoodLog_Equipped.png files into this new folder.  Voila!, wood textures are now fixed.

Edit: Oops, forgot to add; rename WoodLog_Equipped.png to WoodLog_a.png and WoodLog.png to WoodLog_b.png.
#2
Ok, before I post the links I'd like to make one more suggestion for a mod to use;  EdB Mod Order.  This mod allows full control of your mod load order and is invaluable when using compatibility patches.  Here are the compatibility patches:

Hospitality Compatibility Patch - This is for v1.0.4 of the Hospitality mod.  No mod deviations, just a straight compatibility patch.

OmniWeapons Compatibility Patch - This is for v1.3 of the OmniWeapons mod.  No mod deviations, just a straight compatibility patch.

RedistHeat Compatibility Patch - This is for v31 of the RedistHeat mod.  Changes: Ducts and vents available after researching Power I.  Air Conditioners/Heaters available after researching RedistHeat_AirCirculation and Power II.

Load order is very important for these compatibility patches.  They should be the last mods to load.  This is very easy to accomplish if you use EdB Mod Order.  Have fun...
#3
Quote from: Abrexus on March 26, 2015, 04:34:24 PM
- Mods I play SC with -
EdB Interface UI Mod
EdB Prepare Carefully
Pawn State Icons (v03d)
Miscellaneous V1.10.2b - Vanilla Enhanced
I use the above mods in all my games, and they all work without any problems so far.


I really enjoy this mod and play it, like the OP, with all of the mods listed above.  I also, however, use VeinMiner, Hospitality, RedistHeat and OmniWeapons with this mod and have created compatibility patches for Hospitality, RedistHeat and OmniWeapons.  If OP or anyone else is interested, let me know and I'll send them to you.
#4
I have updated the Turrets Package - http://ludeon.com/forums/index.php?topic=2349.0

It's attached if anyone is interested.

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#5
Quote from: Psyckosama on June 23, 2014, 05:09:38 AM
Quote from: NCrawler on June 14, 2014, 03:00:54 PM
Quote from: MioCid on June 12, 2014, 10:02:41 PM
http://ludeon.com/forums/index.php?topic=2380.15

i need this mod, plz :(

I've already converted this mod to Alpha 4F.  It's attached if you want to try it out.

Thanks. I've been having a hell of a month. Thank you. Credit given and link made in official thread.

No problem, I know how it is.  Happy to help...
#6
Quote from: MioCid on June 12, 2014, 10:02:41 PM
http://ludeon.com/forums/index.php?topic=2380.15

i need this mod, plz :(

I've already converted this mod to Alpha 4F.  It's attached if you want to try it out.

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#7
Quote from: Kumai0214 on June 13, 2014, 09:35:24 AM
I found a little bug or mess up with the Resource Kompression mod. When creating crates such as potato and metal crates it should take 300 potato and whatever amount of metal that is required to create the crate. However, it actually takes up only 75 potatoes from what I've seen and if you break the crate through the cannery station you would most likely get 300 potatoes out of it. Same goes for metal (I actually tested it with the metal crate and not the potato one) It took only 75 metal to produce a single 1000 metal crate and when I broke it down it gave me 1000 metal in return.

I noticed this as well.  If you want lots of silver, just pack/unpack silver crates.  You'll get like 2925 silver each time you do it...  :)
#8
Found and fixed a bug in the Kompression mod.  Looks like the 'Unpack Agave Crate' recipe was left out of the crafting table's recipe list.  I have fixed it and the corrected .xml file is attached.  You can drop it in your Kompression mod's Defs\ThingDefs folder and allow it to overwrite.

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#9
Quote from: abcdef on June 11, 2014, 02:27:08 PM
:P when i made more floors i used the road, wood and metal flooring outside it made sense to allow grass to grow as that would happen to flooring outside in the real world :P.

True, maybe it's just that your fertility value of 1.25 is too high.  Grass was growing super fast on road surfaces that I laid down.  A value of 0.1 or 0.2 would probably be more realistic.

Quote
And i didnt test the trader part i simply just updated the mods to work on alpha four i can make a fix for this, but i am also happy for you to do this as i do not use these mods together personally anyway.

I've completed it and have taken some liberties with what traders will buy/sell to make more sense.  For example, there is no more trading of silver crates as that makes absolutely no sense and slave ships will purchase food crates if available.  I tweaked the numbers for other things a bit as well and it seems to work pretty good in the testing that I have done.  File is attached if interested...

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#10
Something else I have noticed, if you use both Production+ and Kompression mod, dependent on which mod is loaded last will determine what traders will buy from you.  I am going to make a compatibility mod for these two.  I'll give it to the OP if he is interested...
#11
In More Floors, when you lay down road, metal or wood floors, grass will still grow on the tile.  If, like me, you do not like this, just edit each of the .xml files in the TerrainDefs folder and change <Fertility> to 0.  Should have originally been like this, IMO...
#12
In Plants_PlantBox.xml, if you do not set <sowableGround> to false for each of the different plants, it doubles the plant names up when you try to set up a grow zone...
#13
Production+, Turrets Package and Wild Farmer would all be nice...