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Messages - Thoughtless

#1
Thanks, I've been modding long enough to know the way I had it set up wasn't going to work, it'll be a little while before I'll know if this fixed it or not, I probably should have put 2 and 2 together on my own, but I thought that this was trying to bypass the mod route and add png's to the base game. 

As far as his pottery mod is concerned, do you have any idea why it'd through an error saying that it couldn't reference the mods png's, the png's are there and the file structure looks correct, is it just not usable in A16? 
#2
Don't want to sound like a huge idiot, but my core folder doesn't have a texture file, I created one to put this in, but as I assumed that didn't work. I also searched the other folders looking for where the games stock .PNG's were and couldn't find those either.

I know I'm missing something obvious, but I can't figure out where to put these, also is anybody getting pottery to work, I get a ton of errors when I load it up.
#3
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 21, 2014, 01:08:17 PM
If the wall switch has wall in front or behind it, it causes red/green blocks to show up on the wall. I didn't see this posted anywhere, so I thought I'd throw out there.
#4
Love this mod, always one of my first priorities when I start a new game.
#5
I love this mod, it's definitely the must have mod for this game. I have a few suggestions/problems that you can completely ignore if you'd like, but I think they'ed improve game play even further.

-Make nuclear waste similar to dead bodies so that colonists will just pick it up and move it to debris stockpiles. (Currently you have to zone it to be hauled as it's created which wastes a lot of time.)
-Coal mines don't line up with geysers if rotated (which can cause some problems in tight spaces.)
-A version of the mod where geysers aren't constantly being created (I thought BetterPowerHard would have this cut out, but it is still happening.)
-Integration of power switches mod, another great mod that really improves the game, but you can't bury the switches so they look out of place.
-Lastly I find the constant explosions coming from the mines very annoying, so if it is at all possible, it'd be nice if there was some research that allowed mines to be quieter (Ex: Sound dampening or a different method that didn't require explosions.)   

Like I said at the beginning, I love this mod, these where just some things I came across in my many playthroughs.
     
#6
Ideas / Re: Your Cheapest Ideas
April 18, 2014, 01:47:50 PM
This should be pretty cheap, my favorite map configuration is having the mountain in the top of the map. I've only been able to make it happen once, after trying 20+ times, it'd be nice if you could choose your map configuration or choose a random map. 
#7
I haven't tried to replicate it yet, not that I really want to, but my all stone base managed to transform into a sandy cave.
#8
Outdated / Re: [Mod] (Alpha 3) Railgun Superweapon
April 15, 2014, 10:22:45 PM
I love the idea of a railgun in this game, but aesthetically it doesn't fit the tone of the game. If it was a little less clean cut and and a little dirtier I think it would fit in fine, just a suggestion.
#9
Outdated / Re: Cremation mine
March 06, 2014, 11:24:41 PM
I make a mid sized concrete platform, make a dumping zone on top of it, and then surround it with a home zone. So now your colonists dump all the bodies in one place and then you can hit the pile with molotovs and your colonists will put out any fire the spreads into the home zone.
#10
Outdated / Re: [MOD] (Alpha 2) Flamethrower!
March 02, 2014, 06:33:26 PM
I use fire to burn dead bodies, so far I've had to use Molotov's, but hopefully this will look and work better.
#11
Mods / [REQUEST] Motion activated lights and doors
March 01, 2014, 04:50:39 PM
Once you have a large base, the power consumption of all your lights (and doors) can start to become a problem. I was wondering if lights and possibly doors can be made to act somewhat like turrets, so that they activate based on a certain radius. Just wondering.
#12
Outdated / Re: [MOD] (Alpha 2) Project Dig
March 01, 2014, 04:34:33 PM
Mmmm, I just asked for this the other day.
#13
General Discussion / Re: Grave problem
February 28, 2014, 07:07:30 PM
A better option is to set a dump pile for dead bodies, surround it with the home zone and the set those bodies aflame. They burn up pretty quickly and you won't have your whole map covered in graves.

P.S. You'll need Molotov Cocktails.   
#14
Ideas / Re: Your Cheapest Ideas
February 28, 2014, 03:15:10 AM
I don't know if it's been said anywhere, but this thread is 45 pages deep.

-A big a** hole to dump bodies in. (In Random Randy I've been playing for about 300 in-game days and I've buried 100+ bodies, it's just taking up too much room.)
#15
Ideas / A system for efficiently cooking meals.
February 28, 2014, 03:00:01 AM
Currently, the best way to make meals is to set up a bill for infinite and then turn the voltage on/off as needed, I just thought I'd suggest a system that cooks a meal for each person in your base 2-3 times a day, so you could just tell people what to cook and then the rest is completely hands off.

(Also something that can be built that will store meals so they don't take up so much space.)