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Messages - sirgzu

Pages: [1] 2 3 ... 13
Outdated / Re: [B18-A16] More Furniture
« on: March 06, 2018, 09:01:43 PM »
I've written a patch to make the beds from clutter, rimkea, and the bedrolls work with adjacency buildings from these same mods as well as change dresser and more furniture (this mod):
You can find the mod in attachment to this post.

Releases / Re: [B18] Safely Hidden Away
« on: March 06, 2018, 01:09:32 PM »
Does this apply on a per-(hostile-)faction basis?

Outdated / Re: B18 Caravan Options
« on: March 04, 2018, 10:31:01 AM »
Could you clarify what the values mean in the sliders?
The caravan multilier one is self explanatory I think.
All road sliders have values between 0.01 and 1 and default to 0.5
 - is 0.5 the vanilla behaviour? In vanilla all roads double movement speed I believe
Is the multiplier applied on the standard time it takes to cross a tile rather than the caravan speed?
I know it's all semantics but I'd just like to confirm :)

Also what does "Pawn movement rate apply to terrain" mean exactly?

Cheers :)

the mega thing keeps failing to download.. could someone share that someplace else pls?

I am playing with a few of Xen's races and they don't use their inventory for hauling. Orassans do the improved hauling correctly though so that could be a good indicator of what's wrong.

Sounds like Xen doesn't inherit from BasePawn but implements his own Abstract. Nothing I can do about that, sorry.

But you just did :) thanks for shedding some light on the issue.
I just noticed a few of the items he added as well are a little too OP so I might give beastmantribe a go instead. Do you know if these ones work?

First of all your hauling mod is one the best QoL improvement I've seen in a long time ;)
I noticed that only humans seem affected though. I am playing with a few of Xen's races and they don't use their inventory for hauling. Not sure where the problem lies but I thought I'd report it anyway... Orassans do the improved hauling correctly though so that could be a good indicator of what's wrong.

Outdated / Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
« on: October 16, 2017, 10:46:08 AM »
I've had a problem with a few pawns disappearing from a ship, here is what happened:

I load 4xcolonists + 4xcamels + some stuff, drop into a empty tile first, then launch again onto an anomaly where I drop onto an enemy base and have to fight off turrets and take over the base, which I do with m4 colonists. Since it was a bit of a bloodbath it took some time to micromanage and with running the 2 other colonies I might have saved the game a couple of times until reembarking the ship. That's when I notice that my 4xcamels are gone from the passenger bay... I know for sure that they were there and didn't starve from the 873xhay left in the cargo bay. Seems like they just vanished.

Outdated / Re: [A16] Snowy Trees v0.1.0
« on: October 13, 2017, 01:05:53 PM »
Hey, I've update your mod to work with A17.
I've also cleaned the code up a bit to make it more robust and updated sprites for the new raspberry plant. I've also added support for leafless bushes.
I'm playing on a heavily modded setup and I'll likely be adding trees from vegetable garden and their leafless variations as well.

Hopefully you return to the modding scene soon and you can take it over again. :)
Welcome to the forum :)

Releases / Re: [A17] Orassans 🐱
« on: October 13, 2017, 01:04:15 PM »
And now for something completely different:
Is it possible to make you lose reputation towards a faction upon killing cats?  :o

Outdated / Re: [A17][Update03]RuntimeGC In-Game Cleaner
« on: October 12, 2017, 10:31:41 AM »
I got an error after trying to add this mod to my save. Is there any known conflict?

Outdated / Re: [A17] Miniaturisation Overloaded
« on: October 12, 2017, 05:49:30 AM »
The wind turbine thing is a known problem. The game doesn't expect these to move so it only checks turbine positions when loading the game. Reloading your save will fix this.

Releases / Re: [A17] SimpleSidearms (1.2.1)
« on: October 12, 2017, 05:44:02 AM »
Ye this mod is nifty as a mean to carry a bunch of weapons but the switching logic is just unreliable.

It would work find if pawns actually considered their sidearm ranges to switch weapons, including when melee is equipped. A lot of the times you want your pawns to use some tool for their day job but you don't want to run into a pack of zombies with only a trowel or a hammer...

Ah grand so :) really like those mechanics. Glad to know you're taking care of business

Releases / Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
« on: October 11, 2017, 11:26:53 AM »
I tried connecting a duct intake to a duct outlet with pipes and they all look wonky (even though they're all located in a straight line, the pipe graphics orientation are random) and flow is set to 0. I guess it's not working right?

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