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

Messages - neronix17

#1
Quote from: xylr on March 21, 2020, 06:22:48 PM
Any news on a 1.1 update for this?

That'd require me to make the vehicle code functional again...hah...no it's time for a new foundation to be built instead of strapping duct tape to the old broken one.
#2
Also getting this issue, seems to be based on how many mods you have marked as enabled, the more you have enabled (without having to restart, in my experience at least) the slower the UI gets.
#3
Bugs / Re: supportedGameVersions tags no longer working.
February 18, 2020, 01:13:00 PM
Good point, hadn't noticed the file hadn't been updated to reflect the reverted changes.
#4
Bugs / Re: V 1.1 error messages, no mods, vanilla
February 18, 2020, 10:52:28 AM
The tag was changed back to <supportedVersions> for mods. Doesn't matter if they're enabled, it always reads the About.xml of them.

See: https://steamcommunity.com/games/294100/announcements/detail/3965919631374630173
#5
Bugs / Re: supportedGameVersions tags no longer working.
February 18, 2020, 10:02:36 AM
As noted in the first little change to 1.1 they've reverted it to <supportedVersions> to prevent it being worthless for 1.0.

See: https://steamcommunity.com/games/294100/announcements/detail/3965919631374630173
#6
This also happens with the dependencies, incompatibility and load before/after xml options that were added of course, because they were added, far as 1.0 is concerned they don't exist.
#7
Quote from: EdB on October 20, 2014, 10:00:52 PM
Quote from: neronix17 on October 20, 2014, 04:05:13 PM
-snip-

Thanks for posting this.  I was suspecting that renaming the mod folder might be causing this problem for folks who reported similar issues, but I wasn't sure.  I added that new error message about the mod being disabled to try to narrow it down.  There's a bit code in the game that I use to see if the mod is enabled or not.  This code relies on that mod folder name not changing.  Unfortunately, I can't really work around that.  I will change that error message to give a better explanation.

Maybe put a note that the folder name has to be left as is in the install instructions? I usually would have left it anyway but it's simply because the game has no way of really tracking load order at the moment and it appears to be important for a couple of mods and sometimes to help with compatibility. Hopefully either the vanilla game is changed to accommodate a better way of implementing load order soon, either that or someone develops a good external manager.
#8
I'm having an issue enabling the mod, it has previously worked but now for some reason does not, I have tried with no other mods installed and it still doesn't show up. It does come up with a message in the console "EdB Interface Mod not enabled. Gameplay interface will not be replaced." after saying that it is enabled. I've double checked the install and it appears to be in the right folder, already re-downloaded multiple times to see if it was a corrupted download, nothing helped so far.

Edit: Nevermind, I had the file renamed to easily keep track of my load order (the mods in-game seem to sort the same way the would by default in windows) I always load this mod then your other preparation mod last so I'll just remember that from now on. I've no problem with any other mod so I assume that the mod itself checks the installed folder name for a reason? I'll leave the post anyway for others in-case they run into the same problem.
#9
Mods / Re: [Mod request] Brain Transplant
October 20, 2014, 02:50:46 PM
I was just thinking about doing something similar, well really it's the opposite of what you are suggesting, but kind of fits. I was seeing how the corpses of fallen enemies and colonists have all the damage still recorded, like missing limbs/etc. So what I thought was having a new workstation that allows you to 'repair' fresh bodies, removing the brain and replacing it with a synthetic robot brain, essentially resurrecting the character with basic abilities.

Either that or just making it so you have to replace vital organs with robotic counterparts that run on energy instead of food (removing the need for food) and exactly how fresh the body is can decide whether it needs the brain replaced (or if they are like a recent unfortunate raider I killed and had their brain stem destroyed). Basically it's resurrection for people who died within an hour, re-purposing if they've been dead longer.

I've already started this mod, only just started an hour or so ago when I thought to check if it had already been done. If this works out well then I'll consider expanding to include the ability to transplant brains into mechanical bodies too, wouldn't want to overpower it though so at most they have more health and the option to be 'upgraded' with say better eyesight, faster movement, etc. Really you'd be best just getting the more bionic parts mod here: https://ludeon.com/forums/index.php?topic=6699.0
#10
Not 100% sure about this so I am probably wrong but doesn't the vanilla game have floors that make colonists walk slightly faster? I'm guessing not fast enough if it does...