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Messages - Flare Flicker

#1
Off-Topic / Re: Count to 9000 before Tynan posts!
May 23, 2016, 07:30:58 PM
3459

Second post, Tynan notice us! (He has probably seen this post and it just seeing how long it will go for)
#2
Mods / Re: Population Question...
May 23, 2016, 07:26:57 PM
Unmodded in alpha 12 I got about 15 give or take a few.. My warden tried for a year to get 6 different people to join, his skill capped at 20 and still 0% chance. The more colonists you have the harder it gets to get more colonists, after a few unlucky shots and a few dead colonists my warden got 3 prisoners to join within the hour.
#3
Off-Topic / Re: Count to 9000 before Tynan posts!
May 19, 2016, 08:13:49 PM
Quote from: Flying Rockbass on May 19, 2016, 08:08:29 PM
Yeah... Let's start counting again...

1

Yeah, no. 3433
#4
Mods / Re: mod idea danger zone
May 19, 2016, 06:47:36 PM
They do try to avoid traps, my pawns navigate my minefield just fine. Remember, they will cross traps if they have no other way to go.
#5
Mods / Re: Cant save the game
May 09, 2016, 04:01:12 PM
Will say... First of all is that your load order for mods? I assume you put them in alphabetical order for the fourms, if so, don't.
Secondly, any errors in the logs? I wouldn't know what to do with the output log but post that up and people more educated than me can help. But, yeah. Tell us your mod order, and check for errors in the debug window.
#6
Mods / Re: [SUGGESTION] Hold your fire.
May 09, 2016, 03:54:29 PM
I don't know of any mod that does that exclusively. Combat Realism has a button that allows you to hold fire, as well as switch between snap-shot and aimed-shots.  If you have not tried CR you should, makes combat less brute force and more tactical.   
#7
Quote from: eatKenny on May 07, 2016, 12:20:36 PM
just finished the new CR 1.6.4 patch.

Awesome, just tested a few weapons, looks to be working. Thanks!
#8
Hi, CR updated yesterday breaking your patch for this mod. Are you planning on updating? Need the turrets from CR's update but I do love your weapons. (Mainly the ballistic shield, gotta have my riot squad)  :)
#9
Bit of a bug, my colonist did not have room for a survival meal in her inventory. She just stood there till I corrected the amount of ammo in her inventory. Not game breaking but something to watch out for, instead of working people may just be drooling over that meal wishing their pack wasn't as full. btw I do like how you can add anything to their loadout. Wood, steel, medicine or anything is that intended and going to stay?
#10
Got it working!!!!!! Love this mod btw.. Both ED-subspacetransponder and ED-laserdrill were causing errors. After disabling both, my colonists can pick up ammo and EVERYTHING WORKS so far. To anybody having random issues turn of the debug and disable anything mentioned in a error to see if that is interfering.
#11
I got the mod working after re-downloading CCL, I cannot get my colonists to pick up ammo.. Assigned they will not pick it up and i get no right click menu. They did run out of ammo though. Restarted after accessing the mod menu, and after i noticed the issue and it didn't fix.. This is my mod load order. (I may just be stupid, and feel free to call me so.)

1: Core
2: Community Core Library
3: Community Core Library - Vanilla Tweaks
4: ED-Embrasures
5: ED-laserDrill
6: ED-SubSpaceTransponder
7: EdBPrepareCarefully
8: HaulPriorityLite
9: Hospitality
10: LDAreaRugs
11: LessIncidentTrolling
12: LT_ADogSaid
13: More Furniture
14: MoreSunLamps
15: PackMuffalo
16: Recycle
17: Power Efficient Lights
18: RT_Fuse
19: RT_SolarFlareShield
20: RW_EnhancedTabs
21: RW_PawnBar
22: CombatRealism
23: Rimfire 2.0 for CombatRealism

I know that is alot... But I did have them all working with out errors.  Hoping somebody can spot my probably silly muck up..
#12
Currently no idea how to fix the issue i am having, mentioned in another post. But I must say, I LOVE the idea of ammo and inventory. Not only that tense feeling when you are low on ammo and a tribal raid is inbound but this will give a use to melee weapons, as i do find them a bit useless in the current game. The weight of items is also going to be a game changer, may not want to have my guys hauling that LMG around and give them a pistol to carry but when a raid comes gotta run for the armory and load up! Love it, can't wait till a more stable version.. or till I realize my issue and hit myself for it. :p   
#13
Mods / Re: | Idea / Request | Haul to Buildsite
May 01, 2016, 10:45:46 AM
This is a idea I have thought of before when my builders are walking to and fro, "What if my haulers could bring all of it to them". Not a modder myself but I think it would require the building system to be re-written. Such as when you place your building it is first a "Stockpile" with the order for the stuff to be brought and once the items are there, it changes into a build order.   I done this manually by placing stockpiles with only the items I need, but i have no idea if that could be coded to be done automatically.   
#14
Quote from: NoImageAvailable on April 30, 2016, 04:18:12 PM

Did you make sure to load CCL before CR?

Yes, just redownloaded CR and CCL and still got the errors. Tried loading CCL and that works just fine on its own but once I load CR it disables the mods and spews errors. :/
#15
When installing today i could not even start with the mod enabled. As soon as i loaded it and closed the mod menu I got the "Recovered from incompatible or corrupted mods errors" Tried with and without the community core library nothing else installed. debug showed alot of xml errors and couldn't load anything.. (Unsure how to post it here, tell me and I can reproduce it to post.)