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Messages - Shotgunfrenzy

#1
Wew, now the couple hundred annoying ones screaming where's 1.0 can quieten down a bit.... I hope
#3
LOL

dude this forum page is literally a meme XD
#4
0w0
Z levels this?
#5
Outdated / Re: [B18]Sandy's Mods
February 16, 2018, 01:04:46 AM
Congrats on the release my dude, pleasure helping you out
#6
Quote from: Kori on February 13, 2018, 01:10:44 PM
A very good collection of useful mods, thank you!

Thanks
#7
Quote from: Harry_Dicks on February 13, 2018, 12:26:59 PM
Mister Shotgun Frenzy, I was wondering if you could please elaborate on how your faceplates work with hats? Is this because in the defs the faceplates covere eyes and teeth? I haven't tried it yet, but do you know if your faceplates work with hoods, for example the ones from Rim of Madness---Cults? Do they only work with gear that goes on the top of the head, but not over the full head?

Anyway, I was curious if you could answer any of that for me, because I've been thinking about expanding on your mod for myself. I would like to have some sort of cool and interesting demon/cultist/whatever masks to wear under my hoods. I'm thinking if your masks don't work with things that are full head, and only top of head, I will need to do some modifications to hoods. I suppose I could make hoods only top of head in the defs, like a hat, and then I could still use them and your faceplates, correct?

I think that there's a lot of potential with faceplates, just browsing through "masks" on something like Pinterest for ideas, there is a ton of really, really cool looking masks that I think would be awesome to have in the game. I need to work on my art skills, though. I'm thinking I could probably use something public to make a frontal mask not too hard, but I'm not sure about how I would make the side look decent. But maybe with the right hood graphic, I won't even need to have a side view! Hmmm, might have to give some a try later on ;)

I have no clue my dude, when b18 came out my code didn't work, so I had to get Swenzi to make a harmony patch for it to work again, basically to my knowledge it just allows two items to be equipped on the head, but at the moment there's a weird bug with the vanilla code where the game doesn't really know what to do with two head layers, so sometimes the faceplates are behind the helmet/hat and other times they are above it
#8
Releases / Re: [B18] Crash Landing (v11.00) (21-11-2017)
February 06, 2018, 12:51:20 AM
Hey man, amazing mod

I'm one of the guys bugtesting for the Biomes! Mod

Because the map has so much overhead mountain, most of the ship crashes fail to fall in the unroofed areas. So if its possible can you please alter the code so they have a much higher chance to land in unfroofed zones please.

Or if landing area = overhead mountain, target the closest unroofed area to land

Kind regards, Shotgunfrenzy
#9
4/2/2018

Mod added:
Simple underground conduit

5/2/2018
Mod added:
Craftable serums
#10
Bug testing.exe has started
#11
Been waiting forever for this release, thank you guys so much, I expect great things :0
#12
Yeah I updated the download back to 5 chemfuel for two days, of anyone disagrees with that it takes all of 20 seconds to change the xml :)
#13
Quote from: MarvinKosh on January 18, 2018, 03:19:55 PM
The oil lamp's fuel efficiency is a bit wacked. When filled, it gives about two days of light. But a chemfuel generator can run over twice as long on 20 units of fuel.

Thanks Marv
Yeah I original had it at 5 and a few people said it was too little
#14
17/01/2018
Mod added:
Simple oil lamp

Mod updated:
Vanometric tech. (Previously known as craftable vanometric cells)
#15
16/01/2018

Mods added:
Stuffed animals
Orbital traders sell stone chunks