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Messages - starburst98

#1
Releases / Re: [A15] Quantum Cooling
October 04, 2016, 09:10:56 PM
you could have a detached exhaust thing. just quantum tunnels the heat to it. make it and the 8 spaces around it be super heated, even when out in the open. someone trying to melee attach the defenseless machine will have a bad time.
#2
it's okay but i don't think you are allowed to place it normally if there is a roof. god mod kind of ignores restrictions.
#3
so, now that the deep mine is being integrated into base rimworld in A15 what is the plan for yours? jsut merge the techs so that you unlock both mines at the same time, the base one using the scan while this one still needs the mining beam, or what?
#4
Quote from: dakotaisdabest on November 28, 2015, 02:34:49 PM
Yes the prisoner arm was surgically removed, I sold him though. I also harvested his eyeball and I amputated one of my colonists eyes because he had cataracts but still couldn't install parts.

change your mod order, put EPOE as the last one.
#5
are you SURE you had enough? having 600 stone blocks does not mean you have 600 limestone blocks.
#6
fairly sure. i tried changing a lot of things, getting rid of infusions was the only thing that worked. but it looks like it was just something really weird and i have no idea how to replicate it so can't help bugfix it.
#7
dunno how it happened. but had a terrible error. just suddenly all my saves turned up black with error spam, i managed to salvage one by deleting everything with the word infusion from my save and deleting infusion from my mod folder, somehow just turning it off didn't work.
#8
try in a different language
#9
HP differences. bionic parts should be stronger then normal parts, CR changes HP values of a lot of things.
#10
yes, the differences between 12c and 12d should not effect mods. so everything besides droids should work.
#11
it's due to how mods work. mods basically announce their intent to modify something. and anti-virus systems are super wary about things being modified.
#12
well for the larger shields i see no reason NOT to have them at least in a little shed in case of pirates built for melee. bullet proof shields don't stop knives. and manhunters can't/wont open doors so they can't get into the shield-shed.


edit: wondering what happens if i gate out my people, add mods and new gate them into a new place. like,  don't remove any mods that would cause their gear to be invalid, but say i gate out, add Miscellaneous w MAI+Robots, and then start a new world and gate them in. could they have any data on them that results in issues? or is adding more mods perfectly safe?
#13
post your mod order. maybe something weird is interacting?
#14
do personal shield mk2s and regulars act different if installed as a big shield?
#15
i think order does have an issue, and it's also related to it not being stuff. silver is a small item, correct? hypothetically what happens when you make something that has 1(20) silver and 10 steel? silver is technically more but it's a small item. there is probably code about how to decide which is larger, which breaks when non-stuff is involved and assigns the last item as largest.
i say this because after deciding that order matters and micromanaging my guys so they always bring a 'stuff' last, i have never had the problem happen again.