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Messages - lude

#1
Unfinished / Re: [WIP] [1.0] RimBees
October 19, 2018, 04:42:18 PM
Perhaps make that option toggable? I would be very happy, tho I'd be happy with a baseline of 100 as well as 80, should perhaps be an independent fertility modifier.
What do you mean by artist? Build a thingy with all the stuff? Get my hands on it prerelease? No artist tho, would love to test the current mod however.
#2
Quote from: Epson on October 19, 2018, 07:12:17 AM
As the question states. Are modded re-armable traps a possibility anymore? I read an offhand comment about the ability to re-arm being removed from the vanilla traps coding. Is it still possible to create a re-armable trap or is this mechanic out the game?
There is a mod that adds rearmable trap functionality, I downloaded it earlier but forgot it's name since I've been downloading a lot.
#3
Mods / Feenix, Kirin and Green Wyvern
October 19, 2018, 03:20:22 PM
Hello, I am a bit confused I remember very well having the feenix, kirin and green wyvern from some mod, but using google or forum search I don't find any mention of it beside in the Hardcore SK but that is a thing I rarely used (and sometimes got defunct there still updated mods from) but i'm 100% sure that I never butchered it for the feenix or kirin (since it's merged with core-sk)

Does anyone remember the mod they are from? Version doesn't really matter to me since I'm confident that I can make it run with enough reference.
#4
Quote from: piranha on November 15, 2017, 09:41:35 AM
I sure do ;)
Although the mountains are not as safe as they look. got a meteor hit inside the mountain at least 3 times, destroying my kitchen and work area... don't know if this was a bug though..
There's a button in the bottom right to show roof types, only build below thick rock roof.
#5
Don't know how easy it is possible, but a bill with which you can upgrade an item from shoddy to awful over more steps to excellent or superior, high work cost, perhaps a generic resource (but nothing fancy like tech tier resources or resources the item would normally cost to make, that's overkill and could just as easily be balanced with higher work cost, giving less time to acquire resources, ideally with low entry cost, the recent changes to mending for example go further in high entry cost (personally would prefer quality downgrade chances when working with alpha poly/beta poly being fixed with rodent leather and metal scraps than be forced to have glitter tech level to be able to use scissors))
#6
Outdated / Re: [A15] Alpha Animals
November 14, 2017, 05:19:52 AM
really looking forward to this
#7
It's also drafted behavior, it's just not as evident, just go start an ice sea sheet map 400x400 and try to hunt something on the edge, it'll be a frustrating experience, even if drafted and sent manually the path calculated will not be diagonal but taking a turn every 8 blocks or so and then straight, i've also noticed a few other pathfinding issues dealing with stockpile zones, construction, awareness of reachable items in certain situations and i noticed that in busy games with long paths it occasionally happens that pawns will just stand still and try to get a new path very often without actually trying to follow through. A pity I need to raze the whole jungle just so I can walk better.
tl;dr
start ice sea 400x400 sent from a to b drafted will do the same pathing as non drafted over 50+ or even less

A pity the pathfinding can kill you on harder difficulties, lots of odd wtf moments. Good that there's debug eh cheating tools.
#8
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 09, 2017, 10:10:28 PM
Hey great mod!
I came here to report an exploit, if a colonist is a constructor and lost both his hands he will still attempt to maintain broken down buildings which seems to do nothing but give massive xp (i only noticed durability decreasing further but i guess i just watched at that tick)
#9
So I wonder, I got another locust attack, but this time crashbugs won't stop spawning, there always seems to be around 80 to 160 crash bugs around traversing over the map, two thousand or so must have passed by now, does anyone know where in the save file I could find the respective line that keeps this incident active?
#10
Releases / Re: [A17/A16] Stack XXL
November 03, 2017, 10:31:23 AM
Really great mod, especially the overall performance increase! :D

Would it perhaps be possible to add a blacklist to the mod config options? That would make fine tuning stockpiles for crafting a lot more awesome.
#11
Ah nice I should perhaps have started a new game to check, will do that next.
For some reason I don't seem to be able to do surgery on my asaris which just put a dent into my scenario.
Anyone know where and how I could add some lines so I can do a liver transplant?

Hmm I guess the issue might have been that I started a game with extended human body simulator by phineas and that it's not an epoe issue, will test.
#12
Hi, I wanted to ask if you could update prison labor past 7.7 because from 7 to 7.0 it introduces a likely bug to happen which will cause all prison labor derived farmwork to drop the items as forbidden.

Also while looking at a few files I wondered when core data will be migrated, a few sicknesses (half of them) are missing from the biome defs and due to the drastically decreased mean time to happen for sicknesses all I get (with verion from yesterday as well as that from two weeks ago) is malaria (tho most cases come from mosquitos) within 20 quadrums I have yet to see any other sickness.

If you want more people on the project I would also volunteer to migrate some of the changes from core and newer mods to the hardcore sk specific ones (since most or a lot of mods there have been updated from the modpacks site for better compability I assume?, but I remember that there were similar differences from current versions of mods/core and the hardcore sk pack a year ago)

@Tig2 where or how did you install psychology so that it works? Or did you remove helptab to make it work? I am not even aware of any incompabilities between the two, or from what I know leadership and psychology should work together. There are a few people for who leadership did not work on new game start, but it was most likely to ancient danger being active on the map but not explored/unhidden, a bug which will keep elections from happening.
#13
Unfinished / Re: [A17] Prison Labor
November 03, 2017, 07:24:32 AM
Thanks! Indeed my error is using an outdated version, I just wonder why i never noticed this particular bug before, will update and hope nothing breaks. Back to slave colony  now :>
#14
Unfinished / Re: [A17] Prison Labor
November 02, 2017, 02:26:55 PM
Hey I wonder if someone knows, in my current game all harvesting/cut plant jobs done by prisoners result in the items being forbidden despite being in the home area, is there a config option that i didn't understand or is this some kind of stray bug or feature?
Great mod anyway!

also using HardcoreSK with added animal logic, expanded roofing, crusty textiles, robots plus plus, stack merger, stack xxl, path avoid, idle fix, the japanese rice culture one with all patches, idle fix and madskills
#15
Quote from: flonz on August 11, 2017, 11:10:33 PM
https://puu.sh/x7X3l/7c05c9591d.jpg

Not sure whats wrong but got a gui error
I have the same issue, basically there's no accept/decline button or similar when a trade is finalized.

I'm using HardcoreSK Modpack