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Messages - Vascar

#1
Do I spy with my little eye something from C&C?

The sprite of the object 2nd from the right looks like a Obelisk of Light from the Brotherhood.
#2
Outdated / Re: [A15] Firefoam Grenades
October 16, 2016, 05:57:47 PM
Hey awesome mod love it. Did find one game breaking bug in it but it is an easy fix.
From:
     <preExplosionSpawnThingDef>FilthFirefoam</preExplosionSpawnThingDef>

To:
     <preExplosionSpawnThingDef>FilthFireFoam</preExplosionSpawnThingDef>
Otherwise amazing, particularly with the Crash Landing Mod.
#3
The problem is we are still getting the A13 file when we use it.
#4
This game is amazing if you like anything like DF, Gnomoria, ect.

The dev was only inactive due to the fact that he needed a break. (2 plus years of going at it he needed a break)
but even in his 'break' you could see at least one or two post in the forms a week.
And that is just the main dev he has two or three helper monkeys floating around doing things even on Ty's break.

The modding community is second to only minecraft.(that I know of)
This game is a one in a million collection of good things.
Enjoy and have 'FUN'.
#5
I found  two bugs one causes a crap ton of lag the other may just be a bad inter action:
the bad one: an entire universe worth of medical cargo pod land in the lower left hand corner of the map.
the other one: none of the med pods from above produce body parts/bionics I do have EPOE installed but it worked in past Alphas soooo, yea.

debug log pics are attached. The screen shot was to big to attach.

[attachment deleted due to age]
#6
Quote from: DestroyX on September 01, 2015, 07:05:11 AM
heyho^^
got a problem with the hauler and cleaner bots too.
after i place them i always get this:


i cant activate it aswell, because then i get this:



i'm using the ultimate overhaul modpack, if that matters.
since it has an own version of the miscellaneous mod, without the MAI+robots one, so maybe there is some change in there that stops it from working.
at least thats my best bet.

would be awesome if you got any idea, if you can give me a hint where the problem could be i can fix it myself.
i can change stuff in mods, but bugfixing and doing stuff from scratch is still beyond me :D
The mod-pack isn't the problem. I got the mod straight from the source and I still am getting the same bug.
#7
Using the A11b version on A12 mending throws an error when the mending job commences.
See the attached pic for the error.

[attachment deleted due to age]
#8
In regrades to the recharge check out Mechanical Defense 2.

Also I have an idea for a feature, The ability to send raids out on other groups to get resources and/or people. Here is how it would go:

  • A "Plan Raid" drop down menu that would bring up a list of camps on the planet. This would be on the Tactical Computer.
  • The colonist selection window would pop up like in your events so you could select the would be raiders.
  • The raiders would leave for an amount of time determined by distance to camp. Ex: half a day per tile on the world map. Plus a little extra for the combat to happen.
  • On return you would get a massive decrease in relations. The raid's success is a bit random with factors like: Colonist combat skill, gear, target camp's wealth, and target's tech level.
#9
PSI is an amazing mod and should be base game, imho.
#10
Yes, aul1999, it seems to be.

On a side note I can't install a steel arm on my guys. The peg leg worked, but I haven't tested any others
#11
Ideas / Re: Your Cheapest Ideas
May 22, 2015, 12:11:54 AM
I have come up with a few new characteristics:

  • Naturalist - like a nudist except for the "slept outside" thought
  • Nyctophobia - doubles negative of the "in darkness" thought
  • Night Vision - can't get the "in darkness" thought
  • Claustrophilia - like a nudist except for the "cramped space" thought
I have others but these are the best of them.  :D
#12
Quote from: Undecided on March 06, 2015, 04:02:06 PM
Quick question, has anyone tried using both this mod and Glittertech together?

I ask because both use silicon as a resource, which makes me curious whether or not not the two mods' silicon can be used by each others workshops. Does the identify resources just by the <defName> alone, or does it take into consideration mod directories in determining whether a resource is the same or unique?
Sorry, but nope.
The game considers them two completely different items.
#13
This maybe a bug or me being just a derp but I can't seem to give my colonist any prosthetic from this mod.
Here is my mod list/config file:
<activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>EdBInterface</li>
    <li>Priorityhaul</li>
    <li>VeinMiner</li>
    <li>More Designators</li>
    <li>EdBPrepareCarefully</li>
    <li>CrashLanding</li>
    <li>ED-Core</li>
    <li>ED-DeepStrike</li>
    <li>ED-Embrasures</li>
    <li>ED-Plants24H</li>
    <li>ED-Shields</li>
    <li>ED-Vehicles</li>
    <li>ED-VisibleRadius</li>
    <li>ED-WirelessPower</li>
    <li>M&amp;Co. Common</li>
    <li>M&amp;Co. MMS</li>
    <li>AlphaMuffalo1.6</li>
    <li>Apothecarius</li>
    <li>CyberneticStorm</li>
    <li>DoorControl</li>
    <li>FireExtinguisher</li>
    <li>FlameThrower</li>
    <li>FlareGun</li>
    <li>Floorspikes</li>
    <li>GlitterTech</li>
    <li>Icons</li>
    <li>Industrialisation</li>
    <li>JaffaKree</li>
    <li>LT_RedistHeat</li>
    <li>MAI</li>
    <li>Mending</li>
    <li>Mechanical-Defence-2-Update-4</li>
    <li>Miscellaneous</li>
    <li>Meteorite</li>
    <li>Modular Tables</li>
    <li>MP5</li>
    <li>NonLethals</li>
    <li>PowerSwitch</li>
    <li>PrisonImprovements</li>
    <li>RailGun</li>
    <li>ShapedCharge</li>
    <li>TargetPractise</li>
    <li>Teleportation</li>
    <li>Thingamajigs</li>
    <li>Turret Collection</li>
    <li>Turret Collection Overkill</li>
  </activeMods>
#14
Quote from: Katavrik on March 03, 2015, 09:01:01 PM
Quote from: Vascar on March 03, 2015, 04:41:01 PM
Hey love the mod but is there a way you could rework it so EdB Prepare Carefully will work with it again.
It was working with it back in A8.

I am playing with hard disabled.
There is a special link for non-hard mode compatible with EdB Prepare carefully. Just below the main link and source link. It still has IsHard option, but it does not used there.

Ops I must have missed it the first time. Thanks anyway.
#15
Hey love the mod but is there a way you could rework it so EdB Prepare Carefully will work with it again.
It was working with it back in A8.

I am playing with hard disabled.