must be a weird mod interaction i guess
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#1
Releases / Re: [1.1] Lighter than fast - Crystals - Lanius - Clone bay - Teleporters
March 28, 2020, 08:27:56 PM #2
Releases / Re: [1.1] Lighter than fast - Crystals - Lanius - Clone bay - Teleporters
March 28, 2020, 04:15:11 AMQuote from: Canute on March 28, 2020, 02:38:16 AM
Or that indicate that you shouldn't put all zoltan's at the same spot.
Basicly the same could happen at your base, when you put all your zoltan into a defence line.
have you seen the size of the explosion? it is larger than a mortar shell going off. also having seen this happen i'm not going to accept zoltan colonists except maybe to use as suicide bombs
#3
Releases / Re: [1.1] Lighter than fast - Crystals - Lanius - Clone bay - Teleporters
March 28, 2020, 12:46:40 AM
so some feedback on the zoltans. a trade caravan of these guys got wiped out by one of them dying to a raider who then exploded and caused a chain reaction of all of them exploding one by one.
this is kind of hilarious, but i doubt you intended that sort of thing
this is kind of hilarious, but i doubt you intended that sort of thing
#4
Bugs / a9.727, Clicking 'Generate' for a new world doesn't work
March 05, 2015, 03:34:13 PM
clean unzip of 9.727, i go to create new world, hit the generate button, and the button stays in the 'clicked on' state before for a bit (CPU usage spikes while the button is in clicked on state), then nothing happens, i'm still at the screen for generating a new world.
No mods active. Running WinXP SP3 32 bit if it matters.
Also, apparently doesn't happen every time, as i just hit the generate button and it worked.
[attachment deleted due to age]
No mods active. Running WinXP SP3 32 bit if it matters.
Also, apparently doesn't happen every time, as i just hit the generate button and it worked.
[attachment deleted due to age]
#5
Outdated / Re: [MOD] (Alpha 8) Mechanical Defence 2 (Update 3.0.4 - Alpha 8 and Coal Power!)
February 24, 2015, 03:50:42 AM
so far everything seems to work in alpha 9d, besides droids, i can't seem to build any.
i have the assembly built, a pad built, and several droids researched, but clicking on the add bill button for the droid assembly doesn't work.
i have the assembly built, a pad built, and several droids researched, but clicking on the add bill button for the droid assembly doesn't work.
#6
Outdated / Re: [MOD] (Alpha 4F) Wood Economy Tweaks v1.22 - Complete
June 15, 2014, 07:42:18 AM
why do flowers in the planter boxes die?
#7
Outdated / Re: [MOD] Shields!
June 15, 2014, 07:34:32 AMQuote from: superpirson on June 13, 2014, 01:04:36 PMQuote from: mkire on June 12, 2014, 08:54:36 PMdoes the mod work for you? Do you have the problem when the shield gets hit and the projectile stay in place, and continually damage the shield? if not, than we need to talk about how you pulled that off, because we are stumped. That bug is mod-breaking, and takes precedence over everything else, but to answer your question, there should already be a outline.
i have a suggestion/request: If it wouldn't be too difficult, do you think you could add an outline to the shield during placement that will tell me where the edges of the shield bubble are like what the sun lamp or the orbital trade beacon do?
When i suggested the outline i had not yet tried to actually use a shield. What i was asking about is during placement: There is an outline of where the shield is after you've built it, but when you first set down the blueprint it is difficult to know where the shield bubble actually will be.
#8
Outdated / Re: [MOD] Shields!
June 12, 2014, 08:54:36 PM
i have a suggestion/request: If it wouldn't be too difficult, do you think you could add an outline to the shield during placement that will tell me where the edges of the shield bubble are like what the sun lamp or the orbital trade beacon do?
#9
Outdated / Re: [MOD] (Alpha 4) Droids v0.1
June 10, 2014, 12:43:29 AM
Is it possible to have droids ID powered Doors?
my thought is powered doors open themselves, so a droid should be able to go through them, but not wooden doors
my thought is powered doors open themselves, so a droid should be able to go through them, but not wooden doors
#10
Outdated / Re: [MOD] (Alpha 3) Arts and Crafts (V 1.0)
May 15, 2014, 03:27:12 AM
do these add happy thoughts or fear thoughts (Depending on the type) when colonists see them?
#11
Outdated / Re: The BIG Bang Alpha 3 modpack
April 10, 2014, 03:25:30 PMQuote from: Cala13er on April 10, 2014, 02:57:23 PMQuote from: mkire on April 10, 2014, 02:56:26 PM
What mod changes metal doors into 'powered doors', and thus makes them cost 75 metal? I want to know which one i should disable.
The core does that, That's part of the Alpha 3 update, not a mod. So you could disable core, but then your game wouldn't work.
oh, thanks.
#12
Outdated / Re: The BIG Bang Alpha 3 modpack
April 10, 2014, 02:56:26 PM
What mod changes metal doors into 'powered doors', and thus makes them cost 75 metal? I want to know which one i should disable.
#13
Outdated / Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
April 10, 2014, 02:08:48 PMQuote from: Cala13er on April 10, 2014, 02:04:33 PMQuote from: mkire on April 10, 2014, 01:53:33 PM
The title says this is alpha 3 ready, but when i try making a new world with it active the game freezes and the colors turn all weird.
The current downloads are only Alpha 2, will roll out the Alpha 3 later tonight.
ah, thank you.
#14
Outdated / Re: The BIG Bang Alpha 3 modpack
April 10, 2014, 02:07:48 PM
I've downloaded the pack and i think i've found an issue: Wood economy doesn't show up in the activation list for mods for me.
#15
Outdated / Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
April 10, 2014, 01:53:33 PM
The title says this is alpha 3 ready, but when i try making a new world with it active the game freezes and the colors turn all weird.
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