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Messages - eberkain

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1
Telkir, I love the T mods they are a staple of my A13 games. I was wondering if [T] Terraforming would be brought to A14? My current A13 game is heavy into terraforming and my pawns have a lot more work to do! Thank you for all the work on you on your mods; have a good day!
i am totally looking forward to the updated terraforming mod too.

2
Releases / Re: [A14] GHXX's Tech Advancing (1.0)
« on: July 31, 2016, 07:19:30 PM »
I was quite shocked when I discovered this was not the vanilla behavior. 

3
Outdated / Re: [A14] Miniaturisation - Mod support
« on: July 31, 2016, 12:37:55 PM »
aaaaaaaand done. I went for an inclusion list instead. I'll publish it as soon as you tell me it's good to go.


Thank you so much for making that so easy to add onto.   Here is a config for Colony Manager, I can't remove the normal miniaturization and still load my save, so I just disabled the Core file  in the new one and loaded both. 

[attachment deleted by admin - too old]

4
after spending some time playing with extended storage it is still throwing errors about stack size on occasion, which also causes you to loose stuff. 

5
Did some tests on extended storage and it seems to work like a charm if you set a container to only hold one type of object.  Thanks so much for getting it fixed up.

6
Is there any way to make the colonist character tab one line taller? the Managing skill gets cut off there.

[attachment deleted by admin - too old]

7
Outdated / Re: [A14] Miniaturisation - Mod support
« on: July 29, 2016, 11:35:16 AM »
Anyone want to make one for Colony Manager?  There are several workbenches that you can't relocate with that mod.

8
Releases / Re: [A14] Brunayla's Security Co (7/15/16)
« on: July 29, 2016, 07:40:39 AM »
Anyone else getting this problem with the Embrasures being very dark, I've been trying to debug and fix this for about an hour and I think I give up.  Screenshot is a steel embrasure with a steel wall, plus the icons are really dark, but I can live with that.

I dont think that is bug, but the actual way they look.

If you look at the texture files included with the mod they are a spot on match for the walls normal colors, but in game they are really dark and the construction ghost shows up as pure white.  I figured out it was a texture issue and I fixed my local copy and made up a quick blueprint atlas that works correctly. 

[attachment deleted by admin - too old]

9
Releases / Re: [A14] Brunayla's Security Co (7/15/16)
« on: July 28, 2016, 06:36:11 PM »
Anyone else getting this problem with the Embrasures being very dark, I've been trying to debug and fix this for about an hour and I think I give up.  Screenshot is a steel embrasure with a steel wall, plus the icons are really dark, but I can live with that. 

[attachment deleted by admin - too old]

10
Outdated / Re: [A14] Colony Manager
« on: July 28, 2016, 11:56:14 AM »
I have a suggestion: to allow to unrestrict forbidden corpses and items. For example when animal dies for some reason somewhere I want the manager to unrestrict it so my pawn will bring it. Or a supply drops somewhere. Or someone dies somewhere and leaves items on the ground.

I'm pretty sure there is already a setting to unrestrict animal corpses in the hunting job.

11
Outdated / Re: [A14] Tilled Soil v0.12
« on: July 28, 2016, 09:18:58 AM »
It has to be high for it to be worthwhile.  You have to understand that if the value is not high you could have planted many more  crops, albeit in a bigger space, in the same time it took you to till and then plant.  I do feel like it could be gated by research and even require a material.  Some kind of fertilizer or compost, perhaps a new plant you have to grow first and use as the material (Fertilily).  Or possibly just require the grower to have a certain skill level.

I think a research and a grower skill would be good enough to justify it. 

12
General Discussion / Re: Alpha 15 and children
« on: July 22, 2016, 01:06:49 PM »
Personally I would like to see a children mechanic, but make it optional where colonists have safe sex unless you go to their relationship tab and check a box to let them try and have a kid.   But the colony has to be prepared to support the baby and the mother.  Then you could introduce stuff like a caregiver job and zone a daycare area.  We could have toybox as a kids only joy item.  At some point they could start doing hauling jobs and then later on they are just a regular colonist and do jobs like everyone else.

13
Will there be anything we can do for Frail?

Wife wants this same thing.

14
Just pulled the most recent version for my wife, the generator hopper description says 'holds resources for the food synthesizer', but it does work correctly.

15
Unfinished / Re: (WIP) More Spaceship Stuff
« on: April 21, 2015, 07:39:40 AM »
Shield Emitter - Shield Generator - Short Range Scanner
   

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