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Messages - Kriyppler

#1
Quote from: Trigon on November 27, 2018, 09:50:20 PM
I thought that link was also for a B19 version. My understanding from reading back was that it just fixed some basic errors and such but wasn't actually an update. My bad.
Had the same assumption as you lol. Glad to see the mod has been updated
#2
Very cool mod but dare I ask for a patch for a dog said? Would be pretty cool if I could grow all the beaten and battered wargs i have some new noses and tails LOL. 
#3
Releases / Re: What the Hack!? - Mechanoid hacking
September 14, 2018, 04:06:09 PM
Sorry, what I experienced was a mod conflict lol. I understand the belt, the bug was confusing me. It appears this mod conflicts with the Achtung! mod and doesn't allow you to move your mech while it's drafted, I just disabled it and all is good now
#4
Releases / Re: What the Hack!? - Mechanoid hacking
September 14, 2018, 02:30:16 PM
Quote from: Roolo on September 12, 2018, 07:16:40 AM
Quote from: Kriyppler on September 12, 2018, 02:13:54 AM
Really cool mod, I love it. How can I get more mechanoid parts? I thought there'd be a way to craft them but I can't see anything of the sorts in research. Can we only get them from salvaging mechs and advanced chips? I haven't been able to play with this mod much because of that. Does it cost mechanoid parts to maintain them aswell?

Thanks! You can also buy them at outlander towns and from exotic goods traders if you're running out.
During early-mid game they're quite rare, as you won't get raided by mechs that often then. But as the game progresses, they'll become more abundant. Let me know if you feel they're still too rare to your taste during late game. And yes, maintenance also costs a few parts.

Allowing players to craft mechanoid parts would compromise balance too much, and take a way the danger of housing deadly mechanoids. Also, it would encourage an in my opinion boring resource grind.

I find the rarity is fine now, I have visited a few traders, defended from a few ship parts etc. and I'm doing well. I have made a controller belt but it's quite confusing to me. I see that if the mech is within the radius of the pawn using the belt, then you can draft your mech, however whenever I try to make it move to a position (outside or within the belt radius), the mech undrafts itself and begins wandering as if it was just normally activated. Or is this intended behaviour? Is the belt just for making the mech stay still, and being able to move it at my command is unlocked after the AI implant and not the belt?
#5
Releases / Re: What the Hack!? - Mechanoid hacking
September 12, 2018, 02:13:54 AM
Really cool mod, I love it. How can I get more mechanoid parts? I thought there'd be a way to craft them but I can't see anything of the sorts in research. Can we only get them from salvaging mechs and advanced chips? I haven't been able to play with this mod much because of that. Does it cost mechanoid parts to maintain them aswell?
#6
Releases / Re: [B19] Miniaturisation
September 10, 2018, 08:39:43 AM
I still use this mod tbh, its very useful. I like to keep my bases modular too so I'm looking forward to an update
#7
I figured out how to convert my multi launcher to shoot buckshot but is there any way I can convert it back? Unless I'm missing something, everything to do with the multi launcher in the work bench requires a GD multi Launcher, not a GD smoke launcher, or a buck shot launcher, so it's correct to assume that once you've converted it, you can't unconvert it?
#8
I want to make a thrumbo warg and turn it into a cyborg with implants so my lone rich survivor whos a psychopath and a transhumanist addicted to impaltns and being a cyborg can ride around on thrumbo warg cyborg and shooting enemies. does it work with giddy-up and a dog once said? thanks
#9
Quote from: Igabod on March 23, 2015, 08:18:02 PM
Quote from: Slowtapus on March 23, 2015, 06:47:57 PM
Quote from: Kriyppler on March 23, 2015, 03:08:20 PM

...Definitely interested!


Any requests for it then? I'm waiting on permissions and sorting out the tweaks now.

I say any mod pack with a name like Panic and Insomnia needs the Darkness mod. And any mod pack including Darkness needs Caveworld Flora. And maybe the Graves mod too.
These all seem pretty fitting. I'd say throw Hospitality in the mix and you'd have a pretty sweet modpack.
More Mechanoids Looks pretty cool too but I've never used it so that's really up to you.
#10
Quote from: Slowtapus on March 23, 2015, 01:41:00 PM

Quote from: Kriyppler on March 23, 2015, 11:08:28 AM
Will this come back?

I'm playing with a mod assortment now so I could bring it back if everyone is interested.
Yes I'm absolutely interested. I felt like Epyk pack added too much stuff to the game whereas this mod pack felt alot easier to get your head around with having alot less researching options ingame and things along that line.

Definitely interested!
#11
Will this come back?
#12
Quote from: Haplo on February 09, 2015, 01:05:23 AM
Quote from: Kriyppler on February 08, 2015, 10:14:20 PM
Can I not store medical supplies in the nano storage? my colonists don't seem to want to store medical supplies in it.
I'm not sure right now to be honest. I need to look into it. Is it available in the storage tab?
Sorry, I'm a moron lol. I had my stockpile with the medicine set to important for some reason, whereas my nano storage was only normal. Hahaha
#13
Can I not store medical supplies in the nano storage? my colonists don't seem to want to store medical supplies in it.
#14
Quote from: SilverDragon on January 31, 2015, 04:38:31 AM

Make sure you install the pack correctly, and use the correct mod order. Allowing the mods to be loaded in the wrong order results in this, with some mods loading their files earlier and then some workgiver list from another mod loads over it. Causing certain plants to be on the list, but theres no reference to tell the colonists how to actually do the planting of that crop anymore. :D
Yeah man I thought that might be the problem so I followed the load order probably 3 or so hours after first playing and it's still happening. Could that be an issue too?

EDIT: Reinstalled the game, reinstalled Epyk pack, deleted the Ludeon Studios folder in appdata and followed the load order from the start. My colonists will now plant crops.

Follow the load order!
#15
I'm having the same issue as a few other users, where my colonists will not plant crops. They'll plant trees, but they won't plant potatoes, etc. They won't plant in the modded hydroponics basin's either. Bit of a pain relying on simple meals and hunting lol. Played for 3 or so hours without realising it was a bug, it was my first playthru on tundra hahaha.