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Messages - Ruisuki

Pages: [1] 2 3 ... 66
1
any news?

2
Releases / Re: 1.1 Z-Levels
« on: June 13, 2020, 09:48:46 PM »
very nice

3
They're always hostile, but they won't attack you unless you research into psionics. They'll ignore you until they perceive you as a threat. This does mean you can preemptively attack them before researching psionics if you wish.

Ultimately, they're basically a cult and they'll never be friends with anyone.
ah i was attacked after they demanded protection money, so thats probably a mod. I noticed none of the 10 attackers used any sort of psychic powers either

4
Releases / Re: [1.0] SeedsPlease!
« on: May 24, 2020, 01:27:23 PM »
im getting a red x on some of the seeds (pumpkin, melon, orange, apple etc) on dubs mint menus for the plant workbench. Not a big deal, do I need a patch or a load order issue?

5
so the new faction hates everyone and is not possible to ally with right? Cant gain relation boost upon downing/release of their members so im assuming thats the case. I added this mod mid save and have no psions or psychic pawns even to give them reason to hate me. Whats the in game lore behind them/reason for their hatred? I thought theyd be like the royals are for psychics?

6
Releases / Re: [1.0] Death Rattle (2018-10-30)
« on: May 22, 2020, 08:35:03 PM »
does clinical death means even tending will prove insufficient and they will dis regardless? if so, can i cryptosleep them and replace the part in question? Say the brain or whatever is the cause

7
Releases / Re: [LB] SectorVII Series
« on: May 22, 2020, 11:09:58 AM »
those textures are very nice looking

8
Releases / Re: [1.1] SimpleSidearms (1.4.0)
« on: May 21, 2020, 02:25:29 PM »
ill try moving SS above pick up and haul fan 1.1 update just in case then. And yes, I will also disable the drop now too. 4m mod, got it will look into that. Cheers

9
Releases / Re: [1.1] SimpleSidearms (1.4.0)
« on: May 21, 2020, 02:08:57 PM »
Yeah i thought it would be dropped but this is not the case since im using a search mod and dont see the weapon in the map anymore. It was at full health, and the colonist who lost it switched to a melee weapon when another colonist attacked an animal inside our home now doesnt have the weapon in his inventory either. No errors pertain to this. Given that Im going to disable melee autoswitch for now, but I also have a couple questions:

1. Where should i place this mod in the load order? Near the top? I will note im using the kijin alien race, and the race mod is near the top of my modlist so maybe SS above them?

2. is it possible to use devmode to spawn a weapon of higher/lower quality than normal? It typically defaults to this when I do

3. Are tools (survival tools mod) supposed to autoswitch when in use? For example pickaxe when mining, or butchers knife when cooking? I have the mod option ticked on but i dont recall them actually swapping like they would when attacked in melee

10
Releases / Re: [1.1] SimpleSidearms (1.4.0)
« on: May 21, 2020, 01:45:28 PM »
are ranged weapons disappearing from the game when sidearms are auto equipped for melee?

11
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
« on: May 20, 2020, 02:28:56 PM »
Thankfully the mod has your pawn throw stones if their weapon is considered dangerous (grenades, flamethrower). Honestly, I would prefer if this was the standard even for non explosives lol. I like building indoor shooting ranges so I can get access to the 'extremely impressive' room role mood bonus. i use the archery outside

12
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
« on: May 20, 2020, 07:20:53 AM »
shooting range enclosed walls

13
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
« on: May 19, 2020, 08:34:39 PM »
ah. well another problem is that the pawns end up breaking the walls or wasting a lot of time on repairs when using the regular dummy but i suppose i could just not build it. Would be good if i could forbid the use of the target dummy so i could only use it when forcing a pawn so i can micromanage it

14
Releases / Re: [1.0] Ammunition (2019-11-26)
« on: May 18, 2020, 06:30:10 PM »
do you think we could get the 'x doesnt have any x ammo' notice before firing a shot? Like when a pawn start out a hunting job

15
Releases / Re: [1.0/1.1] Miscellaneous w MAI+Robots
« on: May 18, 2020, 04:18:07 PM »
slight request not sure if its in the cards but can different ammo be used for the shooting range? I use the lightweight ammunition mod and my people end up wasting a ton of resources using the dummy. Or maybe a way to restrict these recreation sources to only be used manually, of my own volition so I can micromanage and minimize the ammo consumption?

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