Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - animagus_kitty

#1
Mods / Is anyone maintaining Cupro's mods?
March 04, 2020, 04:51:47 AM
According to the Workshop page for Cupro's Alloys, Cupro's not in the modding business anymore. Now that we've got a whole new version to play around with, can I expect such beauties as Alloys and Stones to be updated?

I can't seem to find any of Cupro's threads on here to check them for updates.

If not, are there any other mods who fill the same 'more stuff' role as Cupro's Alloys? I liked having the options of more stones and metals, and especially more floor types.
#2
Pretend I'm new to this game and don't know how stuff works ((edit:: i don't mean menus. everything else, tho)). How should I build walls in/around my base?
The only thing I'm going to have you assume that I know is that wood is much more flammable than stone. Teach me something else.

*waits with notepad and pen*
#3
Stories / Everything was going well...
October 12, 2016, 07:21:20 PM
until the sleeping sickness hit. It was all downhill from there.

Softie, Lewis, Zebra, and Logan (a female, for some reason), landed on this unforgiving world and set to making a home of it. No hope of rescue, no hope of going home.
Logan set to planting, Zebra excavated, and Lewis and Softie began to build the walls into a natural hole in the mountain for their home. Soon, they were joined by Cordova, a useless feck non-hauler who joined Zebra in mining out the walls.
The first raid came and went without incident. Victor, who could haul, was easily talked into joining the colony (despite a 1% chance to recruit--go figure).
No sooner did Victor join the colony than a second raid came, leaving two soon-to-be-recruits laying on the floor of the killbox and Eminence, the woman they'd chased into my territory.
In the rainy days that followed, ten boomalope were killed and skinned. Lewis couldn't build enough rooms to keep up with the rapidly-expanding colony, and Zebra couldn't make enough pants.
What, does nobody in the pirate colony The Red Landwings wear pants?
Suddenly, tragedy struck. They didn't know it then, but it was the beginning of the end. No amount of save-scumming could prevent what happened next, and what followed it.
Malaria struck three of the now eight-man colony, including one of the prisoners and Law,a Johnny-come-lately wanderer who was going to be a crafter whether he liked it or not.
Aloe and healroot being abundant, Zelda and Min were sure they could contain the outbreak.
Min was then attacked by a boar, and lost an ear.
Then Logan got an infection from a raid injury that didn't heal well.
Then one of the colony's boars lost a foot.
Then the sleeping sickness hit. The prisoner who had malaria now had sleeping sickness, and so did Law and the designated broom-girl.
And then there was an infestation in the common room.
And then another boar went mad and tried to kill Logan again.
And then a heatwave nearly killed Min, who had an infection anyway.

I gave up. Somebody in that colony had some really bad karma, or I pissed off the AI somehow. There was just no winning, even with copious save-scumming. Farewell, Caro colony, you were the best til you weren't.
#4
Mods / Looking for a mod to incapacitate raiders
September 07, 2016, 06:02:35 PM
It'd be real nice if I could pick which raiders I want, instead of praying that the low-health guy falls over with the next shot due to wounding rather than killing.
If I see a good crafter or grower or chef, I'd really like to single them out for kidnapping as opposed to hoping to down them.
#5
Help / What to do about a mod conflict
September 07, 2016, 06:16:17 AM
So the issue I'm having is with Miscellaneous_Objects and Extended Woodworking.
For some reason, Objects interferes with whatever it is that determines what materials it takes to build anything, base game or otherwise. Woodworking on its own shows 60 wood for a chair, 2 steel for a conduit, and whatever steel and components a solar panel normally needs.

Loading the mod Miscellaneous Objects (Core, Misc_Core, Misc_MapGeneration loading first) either before or after Extended Woodworking causes me to see (and this is just a guess) the normally-required materials for whatever object I mouse over first (be it a door or a conduit or what have you) for EVERY object.
And it's not a tool-tip error--a battery actually only requires 25 generic wood. A conduit actually requires 25 generic wood. A solar panel actually requires 25 generic wood.
Or 1 steel, the time I moused over a conduit first.

NOTE:: Any instructions to mess with files must be detailed--I haven't got any idea how to do it. So if your solution involves...well, modding the mods, be clear and detailed.


EDIT:: Evidently, Objects just doesn't work for me. Deactivating Objects, with any/all of my other mods (including Woodworking) shows everything accurately, but when Objects is on without Woodworking, I can't see any materials at all. Nothing shows in that spot in the box in the architect menu.