Quote from: Canute on August 25, 2018, 04:10:43 AMDo you know if that repo is updated?
Since Erdelf the modauther isn't anymore active on the forum, here a non-steam download for us DRM junkie's.
https://github.com/erdelf/ExportAgency
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#1
Mods / Re: [Mod Request] B18 JT Export
September 09, 2018, 11:31:01 AM #2
General Discussion / Re: Deadfall trap too weak
August 30, 2017, 11:36:01 AM
Still, the woodden needs to be buffed a little
#3
General Discussion / Re: This has been bugging me for a while now
August 19, 2017, 01:43:54 AM
To easy the strain on the CPU
#4
Releases / Re: [A17] T's Mods (Floors, beds, crops, meals; cotton and cookery tweaks)
July 15, 2017, 10:56:05 AM
@Telkir, if the textile bench is essentially a loom, making cotton threads out of cotton fibre, why does the apparel recycling is done in that bench instead off the tailor bench where it makes more sense? Also all the apparel could be grouped into one deconstruct bill and then make the selection in the filter. BTW, all reclaimed apparel always return cloth, no matter the original material and in the ammount of %30 from the original cost.
#5
Outdated / Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
July 15, 2017, 10:53:15 AM
Can you please make bridges and fishing separate?
#6
Outdated / Re: [A17][A16] WM Mods. New mod: Hydroponics with lamps.
July 14, 2017, 11:31:49 AM
There are still way tooo many leather tiers, I would like to have no more than 5 tiers. If I change the stats on the xml files, does your mod updates the tiers dynamically? Or can you at least make the mod configurale to see a range in stats instead of single values? Some leather tiers are almost identical except for an insulation factor diference of about 10% or even less
#7
Ideas / Re: Allow hauling action to have multiple associated destinations
July 08, 2017, 12:36:56 AMQuote from: Limdood on July 07, 2017, 02:41:48 PMOh man, leather and fur variation is a pain in the a**
i find the game borderline unplayable with vanilla settings for stockpiles. more than any other mod, i need increased stack sizes. i usually do either 10x or 40x stack sizes so that my storage actually seems a reasonable size.
When i was able, i also got the mods that grouped meats and leathers into fewer variations.
#8
Ideas / Re: Invitations/Get out of my room
July 03, 2017, 08:48:45 PM
Not exactly. I meant turning all colonists, one by one, into a socially disfunctional person with thrust issues
#9
Ideas / Re: Pets Randomly Eating Drugs is Poor Balance
July 03, 2017, 04:10:00 PM
I've just read the entire thread, LMAO, hahaha
I also think that there should be other ways to balance the OP drug commercialization.
Durg consumption is already balanced by all the risks each drug has, but crafting and selling them should be balanced with things like reputation, accidents and raids/addicted visitors, etc.
No animal should try to consume any kind of drug in the game
I also think that there should be other ways to balance the OP drug commercialization.
Durg consumption is already balanced by all the risks each drug has, but crafting and selling them should be balanced with things like reputation, accidents and raids/addicted visitors, etc.
No animal should try to consume any kind of drug in the game
#10
Ideas / Re: Side Jobs
July 03, 2017, 03:03:39 PM
Nice suggestion! way simpler and less risky than what we have now
#11
Ideas / Re: Invitations/Get out of my room
July 03, 2017, 02:46:58 PM
That's a fast way to fall into a neurotic colony, I would say...
#12
Ideas / Re: Allow hauling action to have multiple associated destinations
July 03, 2017, 12:16:57 PMQuote from: Thraxon on July 02, 2017, 03:29:01 PM
The actual system is really boring when filling nutrientpaste dispenser hoppers :
Transporters will take 5/75 corn on the ground to go fill the hopper each time someone take a paste meal.
They should take the full stack of the ground (75 pieces) fill the hopper with 5 and try to put the 70 other on the next stockpile or hopper.
In the case of the Nutrient Paste Dispenser what you need is shelves or a stockpile zone next to the hoppers so that problem is minimized to the distance between that stockpile and the hoppers. The haulers from the crop fields and the stockpile zone/shelves will carry the max possible ammount
#14
Ideas / Re: Allow hauling action to have multiple associated destinations
July 02, 2017, 02:44:05 PM
oops, this was going for suggestions
#15
Ideas / Allow hauling action to have multiple associated destinations
July 02, 2017, 02:42:01 PM
Currently, a colonist will only carry what's needed to fill the stack in the current destination.
If the destination is a stockpile or dumping zone, it will carry as much as the zone can accept, counting ALL of the cells, filling the destination stack, and dumping the rest in the nearest cell until its full and so on until the pawn dumped everything it was holding. The same goes for a shelf, it will carry as much as both slots can currently accept.
BUT, if there are more shelves or zones nearby or even right next to the destination, the pawn will ignore them
What this situation creates, is that shelves are very impractical to use for stackable items, so workshop with them may look nice and tidy, but will make your colonist work a lot more to haul items, one big stockpile zone is still the better option
What I suggest is the ability to "group" several stockpiles and shelves manually so the colonists will look for this groups instead of individual zones or shelves. Codewise, every recently built shelf or zone would be a group on it's own, and the player will merge this groups as desired

If the destination is a stockpile or dumping zone, it will carry as much as the zone can accept, counting ALL of the cells, filling the destination stack, and dumping the rest in the nearest cell until its full and so on until the pawn dumped everything it was holding. The same goes for a shelf, it will carry as much as both slots can currently accept.
BUT, if there are more shelves or zones nearby or even right next to the destination, the pawn will ignore them
What this situation creates, is that shelves are very impractical to use for stackable items, so workshop with them may look nice and tidy, but will make your colonist work a lot more to haul items, one big stockpile zone is still the better option
What I suggest is the ability to "group" several stockpiles and shelves manually so the colonists will look for this groups instead of individual zones or shelves. Codewise, every recently built shelf or zone would be a group on it's own, and the player will merge this groups as desired

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