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Messages - sorenson

#1
I love the Auto Trader. Would it be possible to either raise the limit on the auto-buy (so you can tell it to stock more than 9999 of an item) or just be able to set it to infinite?
#2
Quote from: AY on October 26, 2014, 01:50:33 PM
Quote from: SundayTuesday on October 23, 2014, 08:51:15 PM
AAAAAAAAAAAAAAAAAAA YES YES YES WOOOOOOOOOOO! HYPE HYPE HYPE!
Alpha 7 Version Released  :) finally

thankyouthankyouthankyouthankyouthankyouthankyouthankyou
#3
I installed this hoping that it'd fix BrainPals not being able to be implanted, but it didn't help and it ended up removing the brain implants from MoreBionicParts. I still had to disable MoreBionicParts to get BrainPals to work.
#4
Quote from: Haplo on October 25, 2014, 02:52:00 PM
Please try if these fix your problems or if there still is something I've not seen..

I grabbed the new Miscellaneous and replaced the files in my Miscellaneous w MAI folder (wasn't sure if I needed to replace MAI or not, but I figured not). Seems to be working perfectly now. Thanks!
#5
Quote from: Haplo on October 25, 2014, 04:06:02 AM
If it doesn't work like this, I need to look into it and try to find the problem..

Normally it starts to fill up and then hits a random number and stops. If I stop it and start it again, it'll usually continue to another random number and then stop. Sometimes it's a small change, like single digits, or tens, but I think I usually get about 85-120 metal per stop/start on average. Sometimes nothing, though.

I've tried things like disconnecting/reconnecting the power, saving/reloading the game, closing out and restarting, stopping all other colonist work, getting rid of all colonists except one, etc. I think it's been happening for me pretty much since the printer was added, so it's not anything specific to this release.

It's not a huge deal or anything, the only reason I posted was because I've been trying to print a gun that costs 3000 metal and it takes awhile :)
#6
Apologies if this has been covered in previous posts, but I wasn't able to find it by searching.

I'm trying to use the nano printer, but my colonists generally don't bother filling it up with metal reliably. They'll put some in and then just forget it exists, so I have to stop it and restart it, and then they'll put in more and forget again, etc. I end up having to babysit it, and usually just end up not using it because of that.

Am I doing something wrong, or is there a way around this?

Thanks!
#7
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v1.0
August 15, 2014, 04:50:15 PM
Quote from: Jerethi50 on August 14, 2014, 11:14:56 PM
      <ingredients>
         <li>
            <filter>
               <thingDefs>
                  <li>RawAgave</li>
               </thingDefs>
            </filter>
            <count>1</count>
         </li>
         <li>
            <filter>
               <categories>
                  <li>Manufactured</li>
               </categories>
            </filter>
            <count>1</count>
         </li>
      </ingredients>
Is manufactured supposed to be in the ingredients list ?

Yea just tested, removed manufactured from the list, and now it works.

I can't get this to work even with removing it. I've tried variations like just deleting the word, deleting the categories, the filter, etc. Nothing seems to be fixing it for me. Can you post exactly what you have in your file? (I assume we're talking about Recipes_Production.xml? )
#8
Quote from: Kumai0214 on June 10, 2014, 11:59:52 AM
I have found the issue. I think it is because I had mechanoid turrets (the mod) also active and that might have screwed with this mod a bit.

I'm running it without that mod active (but I do have it) and I have the same behavior as you. I'm running a bunch of other mods, though:

6ColonistStart
A Fighting Chance
Artillery
IncappedAutoRescue
InventoryPanel
Non-Lethal Turrets
Project Armory
Target Practice
Workplaces
#9
Mods / [Request] Skill decay/training machines
June 05, 2014, 12:46:17 PM
Hi,

Would it be possible to modify the skill decay in a mod to disable it, or decrease/increase it? Maybe a delay in the decay process starting? Something like if you don't use the skill for X amount of time it begins to decay. I know I'd like to tweak this, especially for the passion levels. It seems like skills with higher passion levels should decay more slowly.

Also, would it be possible to setup training machines that directly train skills? I know they gain by use, but that's not always practical. I'd assume that they'd be less efficient than actually doing whatever trains the skill naturally, but it could be handy to have.
#10
I'm having problems crafting weapons. All of the necessary materials are in stock, and I have colonists with the required crafting skill... but it won't craft anything higher than a Lee-Enfield. Anything below that seems to work fine. Running 462 and 1.5.