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Messages - AshbornK9

#1
Releases / Re: [1.0] Zetrith's Multiplayer
March 06, 2019, 08:44:21 PM
Quote from: togfox on March 03, 2019, 04:32:05 AM
Also reporting that Colony Manager causes desync issues. You can start a game with it and build a managers table but as soon as you start to set up jobs/thresholds something kicks in and desync happens.

You can add Colony Manager to the game and build a table but I highly recommend not setting up any jobs/goals (which makes this pointless).

Noting this here because the Google Spreadsheet says it's compatible. It's not.  Cheers.

Do the other mods by that author suffer from the same issue? Because I'm using them and I've noticed plenty of desync
#2
Quote from: leeadriancatfox on December 15, 2017, 01:48:05 AM
The mod itself has a lot of content. So many craft-able. I think it deserves it's own tab and it's own workstation rather than scrolling your bar looking for a Laser Minigun and etc. specially if you're heavily modded.
My next non-bugfix update will be adding separate workbenches for the guns and melee weapons, so hopefully that will fix the clutter issue.
#3
v1.6b - Fixed a number of small bugs, and added addictions back in.

This may break saves, probably not but also maybe.
#4
Quote from: 1001YellowDaffodils on December 05, 2017, 10:13:15 AM
I'd try to get the mod off adfly if i were you. That place isn't renowned for it's security. I had some fake web-brower try to install it's self 5 different times. If i didn't have adblocker on, my system would likely be buried by ads for shoody services and herbalite. lol
Weird, never had any issues with it myself but yeah it isn't exactly the best thing in the world.
#5
v1.6 - Updated to Beta 18, Lots and lots of bug fixes: Animals now spawn in the wild, Addictions have been removed (for now), Fixed weird Stimpak bug (possibly?), Pipboy 3000 now uses correct body part (probably), Laser rifle (should) have no more sound issues, Vault Security Helmet is now correctly classified as apparel, Vault caravans and bases now work correctly, Added recipes for Focus Lens, Superconductors, Stimpaks, and Super Stimpaks, Misc random bugfixes that I didn't actually note down.

Sorry about the long turnaround time for updates guys, I've just got a lot of stuff with school and no new assets from my artists to work with. This should fix most of the major issues in the mod, but there could still be some more stuff I don't know about, so let me know on here or on the workshop page.
#6
Outdated / Re: [A17] Project Fallout v1.5
July 24, 2017, 11:39:35 PM
For now I'm fine with all these patches, I've basically been sent to purgatory with every sort of scheduling possible. If someone wants to compile all of the patches into the main download file, I'll see what I can do about updating the main file, but for now I'm too busy to look through it all manually.
#7
Outdated / Re: [A17] Project Fallout v1.5
June 08, 2017, 09:40:09 AM
Quote from: playtimeuk1 on June 08, 2017, 06:39:20 AM
I can't wait to see this back up on Steam! I understand it takes time and I appreciate the effort you have put in thus far! Good luck on your finals, for a mod like this, we are willing to wait, it's worth the wait. :)
Its actually back up on steam already, went up sometime yesterday while I was at school.
#8
Outdated / Re: [A17] Project Fallout v1.5
June 07, 2017, 06:49:05 PM
Quote from: desertshore on June 07, 2017, 10:45:45 AM
Hi,
first of all, thank you for your mod!
.. unfortunately, I have a problem, as noticed I can't trade with the Vault dwellers
I tried to turn on the debug and it seems that that faction can't generate traders:
Faction Vault Dwellers of def PFVaultFaction has no usable PawnGroupMakers for parms tile=92977, inhabitants=False, points=651, faction=Vault Dwellers, traderKind=, generateFightersOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)


Also, I can't trade if I send a caravan to a Vault. I temporarily solved both problems, but I don't know if you intended to allow caravans to trade at Vaults.
I removed brahmins and vault-specific guards from the PawnKindDef in PawnKinds_VaultDweller.xml, and created TraderKind_Base_Vault.xml and added the appropriate tag to the Factions_Fallout.xml

Also, it seems to me that stimpacks are not craftable, even if they have a recipe. Are they supposed to be spacer-level only?

Bye!
I've fixed those bugs and as soon as I can will update it on here, but I'm getting really busy since I've got finals next week.
#9
Outdated / Re: [A17] Project Fallout v1.5
June 05, 2017, 11:27:04 PM
Quote from: Napple on June 05, 2017, 12:54:12 PM
Are you planning to make any themed scenarios to show off the mod's features?
Eventually

Also, I have just sent my counter statement to the DMCA so it should be up in at most 10 days or so.
#10
Outdated / Re: [A17] Project Fallout v1.5
June 04, 2017, 10:11:14 PM
Quote from: SuedKAT on June 04, 2017, 05:41:56 PM
I've been trying it out for a day now and I like the mod quite a bit, but I had to remove the turret's since they are really not to my liking and to be frank I find them to be a dent in an otherwise great mod.
The turrets are currently using a placeholder texture for the meantime, they will be replaced in the future.
#11
Outdated / Re: [A17] Project Fallout v1.5
June 03, 2017, 08:50:08 PM
Yep the DMCA went through, though according to a post he made on someone elses steam workshop item, he will back off as long as I do not include the Enclave in my mod. I will respect this for the time being, although I do plan on including them in the future at a minimum. He claims doing so would be "Concept Theft" and would file another DMCA against me, despite the fact my Fallout mod existed first. Basically its bs and I just don't want to deal with it right now.
#12
Outdated / Re: [A17] Project Fallout v1.5
May 30, 2017, 11:44:18 PM
Quote from: kaptain_kavern on May 30, 2017, 11:06:57 PM
If you need to recode some stuff I can help with XML files. If needed pm me buddy
No need to recode, just need to submit my counter-claim to Steam. Although I'll have to wait until tomorrow. Then there is a 10 day period for the other guy to counter that, if he doesn't then it goes back up, if he does it could take even longer.
#13
Outdated / Re: [A17] Project Fallout v1.5
May 30, 2017, 10:57:51 PM
Quote from: Werekitty39501 on May 30, 2017, 10:57:20 PM
Do you know why your mod was pulled from Steam Workshop?
An issue with a person who used to help with the mod.
#14
Outdated / Re: [A17] Project Fallout v1.5
May 30, 2017, 09:40:41 PM
So my mod was taken down on the Workshop by a DMCA copyright claim, it may or may not be back up, it will be about 11 days at the earliest if it comes back at all, in the meantime this will be the only place to download it.
#15
Outdated / Re: [A17] Project Fallout v1.5
May 27, 2017, 02:35:49 PM
Quote from: Prismaa on May 27, 2017, 10:32:06 AM
I would love to be able to install only advanced power armor from this mod (enclave armor), without guns and consumables.
I've gotten multiple requests to split the mod up into different sections, so I might do that eventually but its not currently a priority.