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Messages - lughtaj

#1
Outdated / Re: [A13] Mod MEGA PACK - reloaded
July 02, 2016, 10:35:52 AM
You don't have to remove caveworld, which is good cuz I really like that mod. Look for Keldo's comment a page or two back now. Or I will just quote it here actually.
Quote from: KeldoYou need to add the line DarnknessRevampSB between EdBModOrder and Darkness_Lights_A13_1.0 :
<li>EdBModOrder</li>
    <li>DarknessRevampSB</li>
<li>Darkness_Lights_A13_1.0</li>

And change Hospitality load order :
<li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>Hospitality</li>
<li>EdBColonistBar</li>

You just need to make sure these mods are in the right place in the mod order list. If you aren't using darkness revamped, just make sure hospitality is in the right place in the list.
#2
Outdated / Re: [A13] Mod MEGA PACK - reloaded
July 01, 2016, 01:24:55 PM
I hadn't seen Kaldo's solution, I tried it, and it does seem to fix the issue. I'm not using the darkness mod, but putting hospitality in the right place clears it up.
#3
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 29, 2016, 05:23:50 PM
I was able to load saves after disabling caveworld flora and the embrasure mods like NotSoSubtle mentioned. Too bad though, I really like caveworld flora.
#4
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 21, 2016, 07:58:22 PM
I have no mods besides this mod pack. Everything works fine, until I save and quit, and then there is an error when I try to load. So I guess the same issue a bunch of other people are having.
#5
Outdated / Re: [A12d][ModPack] The ModVarietyPack
November 08, 2015, 06:20:59 PM
I desperately want this to work with animal surgery and a dog said, but I can't get it to work. I've tried fiddling with the mod order, but no matter what I do, the surgery tab still isn't there for animals. Anyone have any insight?
#6
I figured out the problems I was having. I feel smart. But yeah, I really love this mod!
#7
My colony is finished. I tried to kill the spitters this time, instead of hiding and waiting it out, especially after they broke into my kitchen. Everything had been a struggle for a few months, since a meteor storm killed my three best colonists. It didn't even have to be the end, the last spitters starved to death before my last two colonists finished bleeding out on the ground. I could have hidden from them again.

This was mod version 1.02, game version 9e, Cassandra 100% difficulty.

start March 1 5500
https://www.dropbox.com/s/9dxz1k6m9lw9a9e/epokalypsestart3.png?dl=0

end September 11 5501
https://www.dropbox.com/s/n4i5ffla69gc7ei/epokalypseend3.png?dl=0
#8
The horrors are kind of crazy. I got a particularly big horror swarm, and managed to kill everything but the spitters with my colonists and turrets. The spitters hung back, and then after a while came forward and killed all of my turrets, then kind of idled in my base for a while. I tried to kill them, but their spit was too strong, so I hid all of my colonists in my kitchen so I could release them to eat safely, and waited for the spitters to starve. I dunno what they eat, but I'm glad they couldn't find it, whatever it is.  :P

https://www.dropbox.com/s/e04uovzby8kqpw6/spitters.png?dl=0




#9
Aw, Crash landing was the best part, other than the bug I got a couple times.
#10
I had the same crash landing problem that Novella mentioned. A few months into a colony I got a crash landing event, and it just spammed 100's of falling cryptosleep messages, until my game couldn't go anymore. No cryptosleep sections ever fell, but I'm not sure if that's because the game froze before they could, or if it's completely borked.
https://www.dropbox.com/s/hur455ksaq1cajg/CrashLandingError.png?dl=0

Also, I never got any mechanoids, but I did get this error a few times.
https://www.dropbox.com/s/4woxwhbwzbyk23r/MechanoidError.png?dl=0

And finally, I have no fertilizer pumps. I'm not sure if that's how it's supposed to be, for all I know they were taken out in 9, but I don't have access to them at all. I had a nice geothermal vent right by my base, but there was one square of mud where the vent would go, so I never could build it.

Oh, and for those wondering what razor rain is, this is razor rain.
https://www.dropbox.com/s/00erxiwlw92vpsp/razor%20rain.png?dl=0

I was having a pretty good run, probably because I was on rough and not challenge, but I feel like loading an autosave back before the crash bug is kind of cheaty, so I'm just going to start over and make a new attempt at the score board.

This was all version 1.01.
#11
Quote from: Ronin90 on February 22, 2015, 09:46:04 AM
Quote from: Blazergong on February 22, 2015, 02:39:50 AM
When i installe dthe weed mod the beer brewing failed, colonists couldn't start a job at the brewer. Anyone else have this problem.

I have the same problem, but i'm using a lot of mods so i didn't know which one was causing it.

I had the same problem. The only other mods I had were temperature control, apothecarious and cybernetic storm.
#12
Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.4) Brownies!
February 21, 2015, 07:26:45 PM
I thought it was funny, Mithradates.  :D
#13
I love this mod. One thing though, I got a darkness void attack event, and I'm wondering, does it ever end? It's been over a week in game, and it shows no signs of stopping. I even tried to turn it off with development mode, and it comes right back.

Right after I posted this, I actually got another darkness event. While I'm still in darkness.  :'(