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Messages - highborne

#1
Mods / Re: [Mod Request] Haul All of It
May 06, 2016, 12:38:25 AM
Quote from: Britnoth on May 05, 2016, 11:53:34 AM
No, there isn't a mod.

Because this is what they do in the vanilla game. I have no idea why they only haul 2 steel. Forbidden? Zone restrictions? Frail/bad back and missing an arm?

Doesn't seem to work.  These are piles that are out at say a siege location, where I have deconstructed all the sandbags into 2 steel each.  They grab just the 2 steel and head back.  I can try making the area home and see though.
#2
Mods / [Mod Request] Haul All of It
May 04, 2016, 05:23:35 PM
This must annoy more than just me.  But pawns not hauling all of the goods around them.

For example, a siege happens.  You kill the bastards and deconstruct their sandbags/mortars etc.

Now there is a bunch of steel lying around in piles of 2 or 35 or whatnot.  Your colonists go and grab 2 steel...2.  Instead of gathering up 75 and hauling it back in one go.

This goes for any kind of drop pods, resources like meals/medicine, blocks/steel/wood, and raw foods.

Is there a mod out there that ensures a hauler gathers up as much as he can and hauls it in one go instead of 15 trips?
#3
Quote from: Fluff_Thorrent on April 29, 2016, 03:40:07 AM
Hey peeps! I saw the "Mending Table" mod last night and decided to swing a pneumatic pick at it to see what I could do. I based my work on topp2000's A13 version. What came out was a graphical update to the mod - the mending table is now inheriting the new (A12) BenchBase, and has a spiffy new, shadeable and rotating texture!



I also made a few tweaks to the power draw, resources required for building and some other stats. Let me know and I'll upload a version with the original stats. Cheers!

(The images "TableMending_back.png" and "TableMending_side.png" included in this mod are subject to a CC-BY-NC-SA license, held by Filip Thorén)

Hi Fluff, I am getting an issue when I load your mod (I have others loaded as well).  The Work tab shows only the first colonist, all the others are literally not there.  Any idea why?  Should I load your mod in a different order?
#4
Is there a simple way to limit the number of animals spawned for manhunter packs, and mechs/raiders spawned?  My laptop just cannot handle a raid of 100+ animals or raiders.

#5
Mods / Re: [MOD REQ] Better Apparal Priorities
April 29, 2016, 06:52:59 PM
I understand that, but it is a blanket setting for all clothing for a person.  If I set it to normal, they equip normal and never unequip it until the gear falls below the % durability.  It is hilarious because they bitch and whine about their apparel being in tatters yet won't upgrade to a better piece until it falls below the % threshold I have set.

So no, the system doesn't exist.
#6
Mods / [MOD REQ] Better Apparal Priorities
April 29, 2016, 05:30:16 PM
This is something that bugs the hell out of me...namely colonists not upgrading their apparel when there is "better" quality stuff lying around.

Ie: Setup for colonists to use only Normal and above gear above say 20% durability.  Sure, they grab the stuff but when an excellent or superior piece of clothing is obtained, they leave it on the ground.  That is annoying.

Moreover, not being able to specify each individual piece of clothing quality/durability is also bad.

Ie: I want my brawlers to wear helmets, power armor, and power helmets and personal shields.  However, I don't want them to need to wait for normal quality, I may want them to use any of those available; while wearing normal or better clothing.

Finally, this would also be awesome with weapons as well, whereby they can be specified a weapon type, quality, durability and they automatically equip that weapon if one is lying around or better.

So, is there a mod somewhere that can force (but not force) colonists to automatically upgrade their clothing based on quality/durability, and separate the requirements for each type of clothing? 
#7
The training mod is awesome keeps idle colonists busy.  What would be nice is to be able to specify which training you want a colonist to do (ie brawler using dummy would be nice, while shooters = shooting range).  Currently my brawlers love using the shooting range.
#8
Mods / Mod Request - Roofed Area
April 15, 2016, 08:20:36 PM
Because it is damn frustrating trying to figure out why things are unroofed when they should not be.