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Messages - AnddyiRaynor

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Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: February 06, 2019, 02:07:41 AM »
HugsLib needs a update on the github for 1.0+, it's ver 6.0.1 vs 6.1.1. Which can possibly cause some issues. I got a popup for medical dissection which is around 500kb.. that's one that actually tells you there's a issue,what of the ones that don't?(Separate mod from sk but still)

2
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: January 10, 2018, 07:52:54 AM »
Clutter Structure "mod" has windows. https://ludeon.com/forums/index.php?topic=17610.0 You can shoot and climb through them. This mod has clutter structure but it may not have that part of it.

On another note, Industrial rollers conflicts with SS Fuses. I don't even think it shows up in my mod list unless I throw that mod in there, anyways I just changed industrial rollers to version 17 to turn it off. Fixed that issue since I at least wasn't using the rollers. That and I wanted the hours I wasted back, even though I knew the rollers clearly had something to do with my issue.

This modpack actually has that too, because there are multiple textures in the Core_SK folder for windows, but there are nowhere to be found in the game except if you go to dev mode and spawn it there. There is also a glasswork table that I saw when I went to god mode, but it has no bills, so I'm thinking that it might be on hold for now since it may not be functioning properly?

Maybe try saving then using dev modes research all complete or whatever it's called, because I have the glasswork table and it has 3 bills, create glass batch, create glass frames, reinforce glass frames. Lots of things in this mod need to researched before you can use them.. Haven't seen the glass walls though?

3
Releases / Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
« on: January 09, 2018, 10:11:24 AM »
Maybe there are to many mods in hcsk to see the other mods, but I did delete a few to see if that was the issue and it didn't seem to be. There really shouldn't be a conflict between industrial and ss fuse anyway. Idk what ss fuse would use that would make industrial as it but even when I enabled that one(sense it wouldn't popup without ss fuse being in the mod folder) it still didn't show the fuses, putting industrial as ver 17 did work though. Issues fixed as far as I care anyways.

It should work if you place the mass storage in a freezer.

4
Releases / Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
« on: January 09, 2018, 05:32:12 AM »
Found the problem it was industrial rollers (pretty obvious when it only shows up when you have SS Fuse... fuck give me back those hours.) Anyways.. Mods don't show if they are the wrong version, checked that.


--- below was before the top..
Even more confused now, I loaded it up on my other computer (reloading sk takes minutes..) and that computer had a earlier version of Hardcore Sk and the fuses showed up in it's mod list. Rt fuse wasn't edited between those times in that version. Moved the working one over to the other computer to see if it worked, didn't. Seeing if reverting back to the backup of the mods folder works. Which it should, they should both have the same mods it's just I only updated sk again today prev on jan 3.(didn't so moving mods folder over again..)(then later it wouldn't even show ss fuse so that must have been a glitch that I saw it... once.. finally fixed it though)

Only difference I can see between them is industrial rollers shows up in the mod folder for the new update which it hadn't previously, deactivated maybe since it wasn't in the mod list but was in the in the mod folder.(not the only thing in the update though)

Yeah it is clearly their problem, new update messed something up. That was clear once it actually loaded on this computer and the slightly older (jan 3rd version). Idk what the hell is wrong mod list doesn't change even if I revert and delete the mod config.

Edit will you add a github to the weather disrupter or dropbox? somewhere not on steam.

5
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« on: January 09, 2018, 03:22:35 AM »
Clutter Structure "mod" has windows. https://ludeon.com/forums/index.php?topic=17610.0 You can shoot and climb through them. This mod has clutter structure but it may not have that part of it.

On another note, Industrial rollers conflicts with SS Fuses. I don't even think it shows up in my mod list unless I throw that mod in there, anyways I just changed industrial rollers to version 17 to turn it off. Fixed that issue since I at least wasn't using the rollers. That and I wanted the hours I wasted back, even though I knew the rollers clearly had something to do with my issue.

6
Releases / Re: [A17-B18] Spdskatr's mods | Damage indicators? (9 Jun)
« on: January 09, 2018, 03:15:49 AM »
SS Bigger Fuses is not working with Hardcore Sk Project B18, it has RT Fuse, ( I don't think it has everything of Rt fuse however), but the bigger problem is it's not even showing up in the mod list, SS Batteries and SS Storage work fine, maybe it's because you have the research in the same xml as the building itself? But I'm using rimfridge (I had to edit it's research requirements to get it to work, but even when I noticed it wasn't it still showed in the mod list...) I thought maybe it didn't show in the list because there were to many mods but I tried to delete one and it still didn't show, I don't know what's going on. It should be in the list even if it it won't work, unless it's the wrong version and I just downloaded it an hour or so ago.(B18 version).

7
Outdated / Re: [Mod] (Alpha 5D) Colonist Creation Mod v2.2a
« on: August 01, 2014, 03:37:35 PM »
v2.1:
- Added a true/false option in the BaseMapGenerators.xml to enable the creation menu to be matched to the pawns generated in the background and not simply base templates (false by default)

Pretty sure that is what you are looking for. Well sort of.

8
Do any of the droids haul stuff? I didn't notice it when I used the dev mode to spawn in some as a test.

Thanks haplo for making this mod work again, hopefully alpha 6 doesn't squash it again.

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