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Messages - SilverDragon

#1
Support / Re: Download Bug
March 14, 2015, 05:00:44 AM
Oh, it was 7 and not 10? What an perfectly arbitrary number to confuse me. ;D Thanks for clearing that out.
#2
Support / Re: Download Bug
March 14, 2015, 04:39:14 AM
How secure are these sendowl download links anyways, I'm sure I haven't downloaded the linux and mac versions, still the counter says I have 7 downloads left on them... And somehow I have only 4 downloads remaining on the windows version?
#3
Is the line 17 <tradersCarry>true</tradersCarry> also an outdated one? Afaik its <tradeability> now? Thanks for the update, I'll try it out!
#4
Here you go, as soon as I started the game with PowerSwitch on, there's a duplicate code thingy or something popping up for PowerSwitch_Power :D I hope this helps in the troubleshooting.
#5
Heya!

What's this
<MeleeWeapon_Agility>1</MeleeWeapon_Agility>
in SteelRockSlag\Defs\ThingDefs\Items_Resources.xml
at line 72 ? I tried looking for what it's supposed to do but couldn't find an answer. :)
#6
Quote from: Rock5 on February 09, 2015, 03:51:18 AM
Awe. My names not in the Authors list. I wanna see me name up in lights. :D

Shh, it's okay, I fixed it!  ;D No tears, only dreams now.
#7
Quote from: Feniks on February 04, 2015, 10:20:15 AM
Hi

I'm struggling with eye transplant. I removed a prisoner eye but when I click on operation section of my colonist with shot of eyes there is no option to install new eyes.

What other mods are you using?
Make sure your mod order is correct, if you're using other mods that alter the surgery/bionic/healthdiff system, that might be affecting it.
Check that you didn't accidentally forbid the eye implant from usage. :)
#8
Quote from: shhfiftyfive on February 03, 2015, 07:54:22 PM
okay then. so is there a reason why epyk isn't including the auto-strip (alpha tweaks) one in his pack? is it incompatible?

It should work just fine with Epyk Pack, I've included Alphatweaks and Autohauler in the Quality of Life pack, which has a ton of stuff, and it works perfectly fine with Epyk Pack as long as I disabled the mods that are in QoL so they won't doubleload. :)
#9
Quote from: smoq2 on February 03, 2015, 03:10:27 PM
Ok, I did it. My changes:

* unforbid all dead animals that aren't in a stockpile regardless of where they are on the map
* unforbid everything in home zone if the item is not in a stockpile
* designate chunks for hauling in home zone if the item is not in a stockpile

There is a problem however. The mod seems to work only with colonies created after the installation. Loading an older colony causes the script not to update.

I don't know why and do not wish to upload it anywhere until someone tells me why it is so.

Take a look at some old save of yours, and glance over the <li Class="Alpha.AlphaTweaks.MapComponent_AutoHaul" /> things, see if anything in there catches your eye. :)
#10
Quote from: Sion on February 03, 2015, 01:23:16 PM
BUG!
I have a bug with the textures of the vents, it changes depending on zoom level.
I have other mods installed, but I haven't noticed anything else that is strange... yet.
The latest mod I installed was this: https://ludeon.com/forums/index.php?topic=9616.0

Whenever you go into the mods menu, ALWAYS restart the game no matter if you didn't even change anything. ;D
#11
Quote from: eatKenny on February 03, 2015, 01:19:51 PM
Bad luck Brian is that you? :o

@SilverDragon: thanks for the help ;)

No probs!! I hope you don't mind me punching out a hotfix like that. ;D
#12
Quote from: smoq2 on February 03, 2015, 09:00:50 AM
Quote from: Asfalto on February 03, 2015, 08:48:56 AM
Actually, i do like the autohauler function (with many attackers it's very useful), i just don't understand why it keeps reselecting for hauling the chunks i already moved into the designed storage

Hm?

Because there is no filter for items already in the storage. A design oversight probably. I'm trying to fix it on behalf of the author as my C# learning exercise. It should be ready today, once I get back from work.

So basicly you just want to add a check to the dll that looks if the found chunk is on home region, if so, it ignores it? :)
#13
Quote from: skullywag on February 03, 2015, 08:01:37 AM
Turbines are up and got truly stuffed, thanks to Haplo for supplying the windcell calc code got me over a hump. Batteries next, these will be different and will be separate buildings as stuffifying them is impossible (in terms of changing storage amounts) due to the way the code is structured.

Get'em boys! ;D

#14
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
February 03, 2015, 05:01:45 AM
Quote from: DieselpunkCyborg on January 31, 2015, 04:34:54 PM
I can't seem to find the Jaffa staff in the storage lists, which is annoying because they sell for so much.

This is because in the Defs\ThingDefs\Weapons_Jaffas.xml there is a little snippet of code like:
    <menuHidden>True</menuHidden>
line 107 for Jaffa Staff
line 156 for Zat'nik'tel

If you remove those lines or just set them to False, they'll be visible in the root menu of weapons. :)
#15
I love it! :D I think it's really fun. Crashing down on a spaceship isn't no kiddyride in the park, better hold onto your butts and pray to the RNG-jebus that you can salvage atleast something.