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Messages - ActionCow

#1
I know this thread hasn't been posted in for a few months, but that link for the A17 modular tables is dead.
Any other places to download it from? There's a similar mod on steam workshop but it conflicts with stuff.
#2
Releases / Re: [A15] Misc. Robots++
November 24, 2016, 11:45:12 PM
That only really makes sense if their priorities are automatically set to zero, but even then it's kind of weird since they'll do some jobs in one category but not others like the builder.
#3
Outdated / Re: [A15] RimFridge
November 24, 2016, 12:40:30 AM
Quote from: Krzarb on November 23, 2016, 07:07:55 PM
Would anyone know a way to allow the fridges to accept the various types of coffee drinks from the hot coffee mod? ie perhaps by altering the defs? Thanks
They're just stockpiles, by default they allow select food items but you can just edit them and add whatever if it's not in by default.
#4
Releases / Re: [A15] Misc. Robots++
November 24, 2016, 12:27:03 AM
Quote from: alaestor on November 23, 2016, 09:34:43 AM
Quote from: tonsrd on November 21, 2016, 10:59:08 PM
first post can you upload base mod to github. the mega link you  have doesn't work for me in  uk, and not everyone uses steam link
There is a file attached to the main thread post. However, I have also uploaded the 1.0.3 release to FileDropper.com
I've also updated download section with clickable link to the attached file, and to the new FileDropper mirror.

Quote from: ActionCow on November 15, 2016, 11:31:06 PM
Dunno if any of the other mods in my list cause problems, but Combat Realism definitely fucks it up. With combat realism it functions just like it did when i tried to play with everything. Kind of expected since CR's release is buggy as all hell.

Can anyone else confirm this? Is it specific to R++ or does it effect the parent Misc. Robots mod as well?

Only this mod, normal misc robots works fine though MAI has issues if you try to get them to fight.
Even with this installed, haulers and cleaners work normally. Your crafters seem to work fine too, ER bots rescue but don't treat, and builders will only deliver materials, smooth floors and build/remove roofs. They won't build, deconstruct, or mine. I haven't tried kitchen bots but could try to test them too.
I'd attach a debug log if I knew how to copy it/get it as a file.
#5
Quote from: Probe1 on October 22, 2016, 06:07:27 AM
Oh god what did I download. 

This mod goes in 4 different directions.  All I wanted was mining and now I have a weird, unwanted rebalance of cooking. 

Make mods modular.  This is all wrong.
Just don't install the water patch. I didn't.
Personally I only used this for concrete, nuclear and mineshafts but the mines are redundant now. The new metals are kind of annoying to me since they don't have much of a real purpose.
#6
Love this mod, my favorite method of recruiting people since you can actually pick and choose by stats.
However I had some really weird behavior earlier, it's probably vanilla mostly but it was really dumb.
A group of 6 people was visiting from a friendly town, while they were staying in the guest room one went berserk and killed another of his town. I had someone come in with a shotgun to put him down, but as soon as I did the remaining 4 all went hostile and nearly wiped out my colony since they were inside my defenses. Went from about +5 to -78 and hostile from this and somehow didn't lose anyone.
Is there any way you can set something that berserk visitors don't make their whole faction flip if you fight back?
Slightly related note, I've had a bunch of incidents where someone dies to no fault of my own and I lose relation. I get that it probably just checks for them dying while on my map, but when someone dies of a heart attack leaving and I lose relation it's pretty silly.
#7
Does this work with the new, buggy as hell release of CR?
#8
Great mod, but it would be nice if you could somehow control where things drop. Not terribly fun to haul stuff from across a large map when everything's covered in thick snow.
#9
Releases / Re: [A15] Misc. Robots++
November 15, 2016, 11:31:06 PM
Alright, for anyone else having similar issues I think I've mostly narrowed it down. Dunno if any of the other mods in my list cause problems, but Combat Realism definitely fucks it up. With just this and misc, misc robots and misc mai it works fine even though it throws errors in the menu screen. With combat realism it functions just like it did when i tried to play with everything. Kind of expected since CR's release is buggy as all hell.
#10
Quote from: sma342 on November 15, 2016, 04:47:12 PM
Can we get ignore option or admins on main server? Because idiots like him (see the picture) are spamming the chat with very big words
A limit on text size might be nice too.
#11
Releases / Re: [A15] Misc. Robots++
November 15, 2016, 04:23:33 PM
Quote from: ActionCow on November 15, 2016, 03:33:03 AM
Quote from: ActionCow on November 14, 2016, 09:28:21 PM
I've tried building builder and ER bots in my game so far, both just wander around and don't do anything even if I tell them to prioritize it.
I have messages in the log saying every bot type and charging station already has a short hash, and a few things have hash collisions.
Modlist because it's probably one of these not playing nice-
http://i.imgur.com/nGCcEFr.png
Alright, weirdly enough updating one of my other mods actually fixed this. Huh.

Okay, my optimism may have been unfounded. My builder bot was happy to build structures and smooth floors, but refuses to deconstruct or mine at all.
#12
Quote from: Knedl on November 15, 2016, 03:26:05 AM
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.
That's an old bug, it's been in CR for longer than SK has been maintaining it I think. I always fixed it by telling them to pick up the food manually.
#13
Releases / Re: [A15] Misc. Robots++
November 15, 2016, 03:33:03 AM
Quote from: ActionCow on November 14, 2016, 09:28:21 PM
I've tried building builder and ER bots in my game so far, both just wander around and don't do anything even if I tell them to prioritize it.
I have messages in the log saying every bot type and charging station already has a short hash, and a few things have hash collisions.
Modlist because it's probably one of these not playing nice-
http://i.imgur.com/nGCcEFr.png

Alright, weirdly enough updating one of my other mods actually fixed this. Huh.
#14
Releases / Re: [A15] Misc. Robots++
November 14, 2016, 09:28:21 PM
I've tried building builder and ER bots in my game so far, both just wander around and don't do anything even if I tell them to prioritize it.
I have messages in the log saying every bot type and charging station already has a short hash, and a few things have hash collisions.
Modlist because it's probably one of these not playing nice-
http://i.imgur.com/nGCcEFr.png
#15
If I install this alongside CR and rimfire, should rimfire pistols work with the ballistic shield?