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Messages - Tuvka

#1
Outdated / Re: [A17] Colony Leadership and Teaching v1.3
November 02, 2017, 02:33:20 AM
How to change the range of the leader's aura?
#2
Quote from: Xadhoom on June 07, 2014, 11:02:07 AM
Quote from: Tuvka on June 07, 2014, 09:16:30 AM
To grill work, you need a fire, grill and supply fuel oil to the fire. This grill works itself and does not require the cook.

And yes, there is an arrow at the fire where he knocks the food ready, aim it at the wall :)
Oh...i need OIL! I didn't knew that! I mean, there is already wood... so why do we need oil?!
Thank you for the tip, i wonder if in future the fire could actually burn logs... maybe really few each time?

I have not tried this great mod, but it seems as promised, that will require well as logs for the fire. Perhaps not yet fixed or required and this and that.
And oil is thrown herself in oil wells, inspect the area around.
#3
Quote from: JorDash on June 07, 2014, 09:00:47 AM
Does this require Project Armory or is it stand alone?
stand alone
The only problem is that a flock of arachnids cuts base very quickly. I decided to remove from his game this mod. Anyway, until the time when the turret will shoot the arachnids.
#4
Quote from: Xadhoom on June 07, 2014, 09:03:39 AM
Guys, i have problem making the fireplace working. I have it with 3 grills on its sides, they are almost costantly full of raw food, but nothing happens.
What do i have to do to make it cook stuff?

EDIT: also the "Prepared Meat" doesn't count as food, so i'm living only agaves and bushes
To grill work, you need a fire, grill and supply fuel oil to the fire. This grill works itself and does not require the cook.

And yes, there is an arrow at the fire where he knocks the food ready, aim it at the wall :)
#5
Quote from: Morrigi on June 07, 2014, 07:42:39 AM
Well, I've built a WWII weaponator and weaponizer (I may have mixed that up, but I have both), powered them, and made about 30 gun parts. I also have a colonist with 11 crafting skill, but I'm unable to make any weapons from it, and, if I select the colonist and right-click on the machine, there's no context menu.
When you expose the creation of a weapon, in the task settings, you indicate that you need to create. Usually takes some surprising number of shells and weapon parts. Perhaps something of this is not enough.
#6

Excuse me, that I ask a question here. But when and under what conditions appear Mechanoids? Play, play, and they do not appear ...
#7
okay, we will wait with hope :) We believe in you :)
#8
When it points to the thing you're going to build, then you lack the words and where taken. There are details that you can sooner or later create itself, and there are details that you can only buy from the merchants.
#9
Quote from: Icemourne on June 06, 2014, 12:13:06 PM
Got this mod for the first time. I cant seem to find any Makedo Tools? I also have 3 drop pods just sitting there. So I'm stuck.

Edit: I also can't get the fireplace to work. I have 3 grills to the left, right and top of it filled with food. Nothing happens.
I spent so too, and then explained to me that these should sell 3 drops pods.
So sell them and get pleasure from super fashion :)
#10
Outdated / Re: [MOD] (Alpha 4E) Artillery v1.0
June 06, 2014, 08:31:08 AM
On the other hand super gun :)) conducted field tests just came raiders squad in 15 people, and 5 guns superbly repelled an attack :) But it seems no question of wounded could not be :))))

still liked that the projectile flies with a delay, that's just too much delay, well, in my humble opinion :)
#11
Outdated / Re: [MOD] (Alpha 4E) Artillery v1.0
June 06, 2014, 08:17:01 AM
Um ... mod adds artillery turret, and replaces this original game. This is not the best option. It would be great if you added your turret as new optional instrument.
#12
Outdated / Re: [MOD] (Alpha 4E) Artillery v1.0
June 06, 2014, 08:02:46 AM
Wow, great idea! If not a secret, what damage does and how long recharge, as well as accuracy.
#13
thanks buddy :)
#14
no no, I mean not the enemy and friendly faction and wounded fell from the escape pod and did not belong to any faction. Them and so we need to save, but usually escape pod falls far from the base.
#15
I thought so, will have to wait modes Vanilla +