I can't see the range of the vanilla turret with this mod enabled
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#1
Outdated / Re: [MOD] (Alpha 9) Combat Realism v.1.1.1 (08.03.15) Bugs and Balance
March 09, 2015, 04:12:03 PM #2
Mods / I can't see the range of vanilla turret
March 09, 2015, 02:56:28 PM
I play with some mods and i can't see the range od vanilla turret.
http://pastebin.com/8N2uWEfc My load order
I disable Combat Realism and i "fix" the problem but if i put CR in last position i see "steel wall" and "steel improvised turret" are in the wrong menù position.
http://puu.sh/gtm6O.jpg CR load after core
http://puu.sh/gtmkq.jpg CR Load after ALL the mods
I do not know the mod that causes this problem and i'm here to request some help, sorry for my bad english <.<
Assuming you need more information just ask.
http://pastebin.com/8N2uWEfc My load order
I disable Combat Realism and i "fix" the problem but if i put CR in last position i see "steel wall" and "steel improvised turret" are in the wrong menù position.
http://puu.sh/gtm6O.jpg CR load after core
http://puu.sh/gtmkq.jpg CR Load after ALL the mods
I do not know the mod that causes this problem and i'm here to request some help, sorry for my bad english <.<
Assuming you need more information just ask.
#3
Outdated / Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
March 07, 2015, 07:01:40 PMQuote from: Stup-krou on March 07, 2015, 10:37:32 AMMy colonist continue to repair the same fucking item over and over again Q_Q
Thanks for this mod Wastelander, i really enjoy it.
I didnt encounter any bug or issue with it so far. The only problem i saw is like Asfalto pointed out you cant set a treshold to repair items with -x%. That would be the best thing because my mender tends to waste too much time repairing items he repaired the day before and are still 98% condition. It seemed like maybe, the mender would go for the best shaped items to repair first.
So if you can implement a damage treshold and repair damaged items first, the mod would be just perfect and 100% efficient IMO.
#4
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18y[More balance!]
March 07, 2015, 06:52:00 PM
You can try to recreate the pack!
#5
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18y[More balance!]
March 07, 2015, 11:02:07 AMQuote from: Epyk on March 07, 2015, 08:16:20 AMYeah!
Epyk Pack alpha 9 will be released today.
#6
Outdated / Re: [MOD](Alpha 9) Prison Improvements v1.1
February 28, 2015, 08:13:25 PMQuote from: Dragoon on February 28, 2015, 12:57:24 AMQuote from: Wastelander on February 28, 2015, 12:29:02 AM
Just updated to version 1.1!
-Tried something...unorthodox.... to make the mod more compatible with other mods. Let me know if it breaks.
-Colonists will now transfer downed (I.E. legless) prisoners, as long as there is a free bed in the destination zone.
-Added slave collars, enslavement, and enslaved thought from the Slavers mod.
-Modified exercise job so it can be done in a room 64 sq instead of 300 sq.
-Added Blazergong's door gfx as alternate gfx. Rename the alternate door images to use them.
Cool so it's colonist turned slaver?
Yep but without the negative mood to your colony (not sure)
#7
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 05, 2015, 07:50:52 AM
I don't find the yard marker in which category it is?
#8
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.11o [Apparello added!]
February 04, 2015, 12:16:40 PMQuote from: shhfiftyfive on February 03, 2015, 04:13:42 PM
i have a few requests for the pack. or at least i am curious if i can add these mods to my game without compatibility issues with this pack.
some small mods:
- canned food. because i want to add a small food stockpile in the prison that doesn't need freezing, and doesn't create a negative mood, so i can replace the meal paste dispenser. i think the extra cost of the recipe makes it a balanced addition.
- use herbal medicine. because it is silly for pawns to use surgical medicine for everyday use.
- vein miner. a quality of life addition. i don't feel it is cheaty enough to avoid.
- haul priority? i haven't tried this but i'm curious if it works as well as i hope.
Haul priority and vein miner don't work together :s
#9
Releases / Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
December 25, 2014, 12:34:05 PM
anyone can tell me how to unlock new towers? i don't remember >.<
#10
Ideas / Re: Some Suggestions
December 25, 2014, 04:22:01 AM
I really like some suggestions! Hope in future update!
#11
Mods / Re: [mod idea/request] Auto Hunt
December 19, 2014, 12:55:02 PM
I know that there is the order hunting, I would like an order hunt on/off and the settler continues to hunt until the monitor does not say enough.
#12
Mods / [mod idea/request] Auto Hunt
December 19, 2014, 08:41:34 AM
I hate that I have to select each animal to kill, there is a small mod that makes hunt animals close automatically?
#13
Mods / Re: [Mod Request] Harvest organs dead cropse
December 19, 2014, 08:33:53 AM
Is the same thing that I thought as well! is wasteful and would also be a source of profit! we hope there is someone interested!
#14
Translations / Re: Official: Italian | Italiano
October 11, 2014, 09:02:25 AM
Ho mandato la richiesta per aiutare il progetto
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