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Messages - Kaaven

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1
Releases / Re: [B19] Interaction Bubbles (v1.4) - A quality of story mod
« on: October 01, 2018, 07:56:09 AM »
This is surprisingly fun - it's nice to actually see this part of the game, which is othewise completely hidden. I was worried it might be getting in a way of gameplay, but it really does not.

One request would be to color-code the bubbles, depending if the interaction was friendly or not.

2
The mist walkers can appear as a manhunting animals, but they will instantly disappear as their manhunt event does not include the mist so they cannot exist.

3
Same here, there are problems with shooting over stuff. It also prevents pawns from shooting through mod-added Embrasures.

4
Releases / Re: [B19] ED-Embrasures - 1.0.0.1 - (2018-09-02) [ModSync RW]
« on: September 07, 2018, 08:58:59 AM »
Doors expanded got an update shortly, about line of sight issues.
Did you update Doors expanded ?

Yeah, the problem is with the latest version available (non-Steam).

5
Releases / Re: [B19] ED-Embrasures - 1.0.0.1 - (2018-09-02) [ModSync RW]
« on: September 06, 2018, 06:43:50 PM »
Kaaven,
did you try it with the mod only at a test colony ?
If that works, another mod conflict with it.

Or did you maybe download the master branch ? Then you are missing the assemblies and the mod can't work.

Yeah, it was a mod conflict. The embrasures do not work if you have Doors Expanded also active.

6
Releases / Re: [B19] ED-Embrasures - 1.0.0.1 - (2018-09-02) [ModSync RW]
« on: September 06, 2018, 03:03:54 PM »
Hey, I have a small problem with the mod. Namely, the embrasures cannot be shot through... I've put the mod at the very bottom of my load order and it still does not seem to work. Anyone having that too?

7
I just pushed an update for you.
Give it a try, my good man!

Works like a charm. Thanks and keep up the good work :D

8
Hey Mate!
I tried out using only the Industrial Items with the new A16, since they are really great even on their own, with no Cthulhu stuff (thats for the second play-through :)

However, as I run the game I get an error "Failed to find Verse.PawnKindDef named DarkYoung" and that there are 79 references to that...

Is that a serious issue, which may cause problems down the line?

EDIT: Also, could you maybe make it possible to uninstall/reinstall the Gas Lamp (the free-standing one)?

9
Releases / Re: [A14] Apparello v2.0.6 Crafty tribals! [21/7/2016]
« on: August 19, 2016, 10:45:47 PM »
Edit: Anyone eeelse? don't be shyyy, critisisiscim I need it for the next alpha! (no holding back, either!) I'm not gon ban you or anything

Just to hop in on the wagon:
As many people mentioned - the variety which your mod brings, once tasted, makes the vanilla game clothing completely bland and boring in comparison. So great work on that! ;)

That being said, just like others, I do find the cluttering it brings a bit annoying. Unlike SpaceDorf however, I am definitively not a MidMaxer, and usually play for and enjoy the most the RP aspect of the game. And I would love to gear up my colonists according to their job or character, even if the gear was not the "optimal" one. But the sheer amount of the items, as well as the usually completely random way I obtain them (loot from the raids) means it kinda gets too work-intensive to spend time figuring it out.

I feel that a proper sorting of items, based on the body slot they occupy (something like kaptain_kavern showed on the screenshot above) would really go a long way to help speed up the browsing of the apparel. Similarly, standardization in the naming could help a bit.

10
Outdated / Re: [A14] MELTDOWN - More Mental Breaks!
« on: August 16, 2016, 06:19:46 PM »
Maybe make them move the movable furniture around - furniture re-arranging amok, or something to that nature - if possible ;)

11
Outdated / Re: [A14] [AESTHETICS & GAMEPLAY] Realistic Darkness
« on: August 11, 2016, 11:10:54 AM »
Tested it and, indeed, it works well with ongoing games. And man! Does it make the nights/darkness a lot more fun to be afraid of :D

Thanks for that port/remake :D

12
Outdated / Re: [A14] [AESTHETICS & GAMEPLAY] Realistic Darkness
« on: August 10, 2016, 10:36:54 PM »
Can this mod be loaded into a pre-existing game, or does it needs a fresh start?

13
Outdated / Re: [A14] Muzzy-Utils (updated 2016-08-09)
« on: August 08, 2016, 10:32:38 PM »
I honestly how this mod handles the mood indication - one can see the status of each pawn, whenever it is rising or dropping and that's pretty much it. Easy to read and unobtrusive is how I like my GUI mods :D

About the danger indication thingie. I would personally consider it a kinda cheat, just to display such info on its own. Even if that can be figured out by a player eventually, it is better to keep such data hidden, in my opinion.

There may however be something done with that info (if its at all possible to use it) which could be both useful and immersive - a late(er) game researchable device, which when built and powered, gives an early warning for the incoming trouble. A radar, movement detector or something similar of that sort. Not giving the exact data of when the next even will happen, and obviously not for every event, but some message akin to: "Multiple unidentified objects approaching the colony. Estimated time of arrival: 2 days" could be both cool and useful :D

14
Releases / Re: [A14] Hospitality (v1.14f - updated 30.07.2016)
« on: August 08, 2016, 10:19:48 PM »
Nice mod, but I have a question....is it possible to create zones for Guests? They go everywhere, and they don't respect locked doors. They're smoking all my joints :(.

I second that - it would be neat to be able to create zones for guests to stay in. As it is now, every-time someone visits my base, they all go straight for the vodka supply :D

15
Outdated / Re: [A14] Muzzy-Utils
« on: August 08, 2016, 09:21:27 AM »
Seems like a GUI-only mod, but just to be on the safe side: is this mod save-friendly, or does it require a fresh start?

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