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Messages - frenchiveruti

I've found a bug related to your mod, where the tailor bench ignores quality and or hitpoints of the clothing set to be deconstructed, I've tried to trace it to which mod may give this odd behavior but it was impossible to me because I have no idea how to debug it. 
In any case the second best thing I could do is to forward you the savegame, and my mod-list. 
I saw on the nexus that someone reported something similar 3 years ago but never said anything again, I will try to be as helpful as possible, thank you. 
(I've sent you the links on a PM here at the forum) 

Releases / Re: [1.1] Sladki mods
April 03, 2020, 04:43:39 PM
Alright, I will just use the title of the mods themselves then  :D
Releases / Re: [1.1] Sladki mods
March 31, 2020, 10:04:12 PM
Hello, would you give me permission to just upload your mods (all credits of course given to you) to the Steam Workshop?
Releases / Re: [1.1] Compact Hediffs
March 31, 2020, 09:54:42 PM
Hello rikiki, I've seen that you updated your mods, but your main post remains kinda outdated. 
You have worked on "weapons" again, but I don't know what that mod does, do you have a description for it somewhere? The about.xml in the mod links to the powerfist mod, although that mod already has it's own mod. 
Releases / Re: [1.1] Compact Hediffs
March 31, 2020, 11:48:22 AM
Wow this is great, hope to see more of it! 
How well it works with mods that completely overhaul bionics / etc?
Releases / Re: [1.1] [KV] ModSync RW
March 29, 2020, 11:39:44 AM
Alright I'll look it up when I have a moment haha, I don't care either because most of the mods are not in Spanish so it ends up being a miss match of languages, in any case I'll let you know ;)
Releases / Re: [1.1] [KV] ModSync RW
March 29, 2020, 01:01:39 AM
I still love this mod.
Kiame, do you need an update on the translation?
May I suggest a mention on ModSync for mod updating? It's actually a pretty neat tool.
Releases / Re: [1.0] [KV] ModSync RW
October 20, 2018, 09:05:44 AM
Hello Kiame, I encourage you to remove the spanish translation from the mod because it's extremely outdated, when I make some time for myself I'll make a new one for the new implementation of modsync. 
It's great to see this tool as I always thought it would be cool to be.
Quote from: mew_the_pinkmin on January 09, 2018, 02:59:03 PM
Quote from: crusader2010 on January 09, 2018, 12:41:25 PM
There is a typo in your "Buildings_Power.xml" of the mod BigBatteries.
The research project required is called "Efficientbatterys" instead of "Efficientbatteries".
Oops, so that's why I was getting errors. Thanks, It's fixed now.

I don't think there is a way to do that other than building a vanilla battery (even if you don't connect it to your network).

Is the download link updated?

Are the big batteries supposed to look like this?
Ideas / Re: make fleeing less of a bad decision please.
January 04, 2018, 08:45:13 PM
I agree, but you know you can switch that behavior to stand the ground and fight, right?
Ideas / Re: B18 Feedback: Social Drug Balance.
January 04, 2018, 08:43:01 PM
Hey, even tho your objective was to introduce balance, now I'll drop all my beer and flake production and focus on Pekoe thanks to you very well put post.
Thanks I guess! Ha.
Ideas / Re: Your Cheapest Ideas
January 04, 2018, 08:30:27 PM
Add a Brawler positive thought for when he's using an excellent weapon, as a Brawler would be unhappy with a ranger weapon, it would be nice to have an opposite to it for when you finally get him a good nice weapon. 
So, only for "gladius" and beyond.
If excellent: +3 mood boost.
If MasterWork: +5 Mood Boost.
If Legendary: +7 Mood Boost.
Quote from: Kiame on January 03, 2018, 04:45:32 PM
-Fixing an issue where pawns could sometimes be naked when entering an encounter from the world map
Yeah, this happens all the time when I have a colonist with some forced apparel and they seem to just go bonkers and forget everything else.