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Messages - exelsiar

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1
Outdated / Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
« on: May 17, 2016, 05:47:01 PM »
Hey there! I've seen some posts saying that Soiling isn't working on A13, has anybody updated Soiling? What would be needed to update it to A13?

Would it be a matter of updating something within the XML files? Or does it require any change to some DLL source code?

Soiling works just fine with A13 :)

2
Mods / Re: [Mod Request?] Harvestable Limbs
« on: May 08, 2016, 03:10:42 AM »
Nope it also extends the amount of bits removable, jaw, arms, legs, stomach.
I made a vanilla game to check and its missing those mentioned parts :)

3
Mods / Re: [Mod Request?] Harvestable Limbs
« on: May 07, 2016, 07:30:50 PM »
Expanded prosthetics and Organ Engineering allows what you're after. very profitable. https://ludeon.com/forums/index.php?topic=10571.0

4
Eyze, no the latest official version doesn't work, if you track back through the last few pages you'll find theres been an update made :)

5
Releases / Re: [A13] Recycle
« on: May 04, 2016, 07:54:33 PM »
Would it be possible to have this allow us to recycle certain materials? for example atm I want to recycle everything but hyperweave and devilstrand.

6
General Discussion / Re: Visitors wait location
« on: May 04, 2016, 07:23:28 PM »
no no no, the chloroform only gets used on pirates... I mean sure, I call everyone a pirate but still...

7
General Discussion / Re: Visitors wait location
« on: May 03, 2016, 11:49:38 PM »
Thanks for the info all ^_^

8
I wonder if the enemies ever recruit said captured colonists, if so, perhaps we'd be able to get them back through them attacking?

9
General Discussion / Visitors wait location
« on: May 03, 2016, 01:00:31 PM »
Hi, when ever visitors come by they often pick an odd location to wait such as in the following picture. Is there a way to force them to sit around in a certain area? In this case, preferably the blue area in the picture.

https://imgur.com/31yiois

Thanks.

10
Outdated / Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
« on: May 02, 2016, 05:52:29 PM »
Thanks fluffy, alas theres at least 1000 entries, guess I'll be keeping my dirty floors :P Thanks for all your good work ^_^

11
Outdated / Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
« on: May 02, 2016, 11:16:04 AM »
Until I can get this issue fixed (if I even can), any idea how I can remove the No Cleaning mod? When I disable it via the method in game just stops the save from loading.

12
Outdated / Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
« on: May 02, 2016, 08:36:48 AM »
Thar we go, thanks sir :3

13
Outdated / Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
« on: May 02, 2016, 02:19:19 AM »
please upload your save game, modsconfig.xml and your entire mods folder (without core) to an issue ticket on the github page so I can replicate your exact situation and try to work out whats going on.

I have no idea how to use github :s

14
Outdated / Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
« on: May 02, 2016, 01:14:26 AM »
Ok i know what's the problem. I had designated snow cleaning area, apparently this two zones can't overlap each other.

Edit: Nope. That was just part of the problem, I found that there are some bugged tiles with dirt/blood/vomits that my pawn/cleaning robot can't clean. I've opened Debug Inspector and found difference between good and bugged cell or rather jobs performed on that cells. (2 files attached)  The bugged one have no <cleaningWorkDone> element. Like I said previously there are no errors, no 10 tick error, no waiting/standing one, just constant cleaning. I think it's a leftover from previous configurations. I tested this on new map and spawn tons of dirt, there was no problems.

I get exactly the same, in my last colony it was just a couple of tiles affected, easily fixed by not having them cleaned. However in my current colony its all of them... I wish I was exagerating. I can't even uninstall the mod without breaking the save.

15
Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!

-snip-

I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

Looks good, but I don't know difference between the stats you changed I certainly love the material types :D

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