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Messages - madpluck

#1
Outdated / Re: [A14] DoorMat
July 19, 2016, 02:16:55 PM
Quote from: DepOpt on July 18, 2016, 11:34:29 PM
This is so simple, but the ramifications of it actually made me stop and sit here with my mouth hanging open for a while. Considering cleaning can take up a large chunk of your manpower, with noticeable effects on mood and health if neglected, this might actually be a little broken...

Wow AGREED. This is so simple yet dauntingly huge. Filth makes SO much of an impact on the environment. That is brilliant. Also, finally a reason to research carpets!
#2
Outdated / Re: [A13] BackstoriesCore
April 29, 2016, 11:54:29 PM
Quote from: Plurnt on April 17, 2016, 07:48:43 PM
Judging from the original thread, there were a few ppl on the last page with same problem as me who never got a response.

Having the same problem. Could not get the mod to load with PawnBioDefs added; was only able to get mod to load without any Names or PawnBios added. After deleting those folders, I can get the mod to function and for my custom backgrounds to be displayed in game, but not with custom Pawns or even Names, which is odd. The error message I got said there was no Backstories.NameDef (but the xml says defName?) matching a name that was NOT the name I had listed under defName for the Pawn in PawnBioDefs
#3
Quote from: bczink on April 23, 2016, 10:30:10 AM
The Prepare Carefully button won't show up in Alpha 13. I didn't double compress it, and I am using the Prepare Carefully 13 version. I did turn it on, and I turned off all other mods.

Super weird! I just launched a colony with prepare carefully working and created a new preset. Quit to main menu and tried to start a new colony (literally two minutes later!) and I am having the same problem! No change in my mod configuration or anything!
#4
Outdated / Re: [MOD] (Alpha 4) Glassworks III
June 13, 2014, 12:16:29 PM
So does that mean that the walls let in light during the day, therefore allowing for outside growing areas without a sun lamp, and it will negate the "darkness" penalty to colonists' mood? I'm a little confused about what the mod "does" exactly. If it's purely aesthetic, then do the windows have a "tiny" beauty bonus for colonists' mood?
#5
Lol still needs work. I downloaded it anyway but I'm still confused about what the mod is or is compatible with.
#6
Well I've not had any error messages and I'm running a slew of mods already.
I do want to put in my 2P though on the cost of planting boxes and fences - at the moment they each cost as much as a whole thick wall made of planks. This seems a bit overpriced, eh? I think, based on the functionality and look, that the fences should cost 4 or 5 logs, but not planks. And unless the planter boxes conduct power and provide cover, I think they should probably cost a little less :P granted by the time you get up and running 5 planks isn't really that much, but it just seems weird to me that it would be the same as the cost of a whole, 140HP, power-conducting wall-segment. :D
#7
whoops answered my own question
EDIT: Minami, could you update the info for the research items so it's clearer what you're getting access to?
#8
So along with having at least somewhat more health, I think they should also cost a lot more, since they're so powerful (sorry if they already cost more, haven't played with the updated version yet). Unless the requirement of weapon parts is a fair representation of their increased cost?
#9
Quote from: ItchyFlea on June 05, 2014, 03:44:54 AM
Added Wood Mulch.

Yaaaay!! Thanks! Does this mean that you place the QuickMulcher and then it band-applies the mulch? It's not applied like a floor anymore anywhere I want? :(
#10
Jeeze. Give the mod creators some time, dude. The update came out a day ago and they have lives. You'll know when the 20 mods you're playing with are updated because the title of the post will be updated to say "Alpha4" instead of "Alpha3."
#11
I love your mods and your speed! Can you add wood mulch back in?! That was my favourite feature from the original mod.
#12
Well I'm trying the cave maps....no luck so far. The animals just keep trying to path to squares that they can't get to. I guess this one needs a look-over before it works with the new pathing system?
#13
Oh NO! That was my favourite bug evar hahaha. 250 Chargeblaster parts dropping from orbit :P
#14
In my latest game the raiders used all the PA weapons, so I'm not sure it's needed?
#15
The very first button, right under the logo, on the first page, is a link to moddb with a little wrench icon and the popularity of the download. That link links to 2.05; I just wasn't sure if you left it that way so you wouldn't lose your popularity count, or if you meant to change it to the most recent version of the mod.