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Messages - Azrail

#1
Quote from: dragonheck on July 21, 2016, 04:37:26 PM
i am jut wondering but when making your colonists during actual play i randomly seem to get disabled work even though prepare carefully said they could do everything just wondering how to fix that?

I've found saving then loading fixes this problem.
#2
Hey rooki1, just thought I should let you know the links for the core mod and the hair pack are not working.
#3
Don't know if this is already an implemented feature or not as i haven't had a chance to test it. But, if you have a bionic or artificial limb and its bitten are you still infected?
Shouldn't think so but I'm not a coder so I don't know how the script will work.
#4
Quote from: rooki1 on March 29, 2015, 08:37:53 AM
Arms Dynamics M15 "Servant" is a multipurpose military logistic mechanoid. The word "multipurpose" involves lots of things, including combat.

Heh! I can just see it serving tea and biscuits while they besiege my colony.
#6
rooki1, I have a simple request. Do you think you could put the update dates next to the download links?

Because your posting all of them on this one page after awhile it might become difficult to tell which ones have been updated without digging through all the replies and the change log. If the dates of each individual mod are next to the link we can easily see which one has been updated and download that one.
#7
Quote from: rooki1 on March 12, 2015, 05:49:19 AM
I'll release 'Rim-hair' sub mod soon, maybe after making two more armors ;)

I don't know if it's possible but can you make a lightweight helmet that doesn't hide the hair like all the others do? Its always bugged me that our pawns can have hair but its always hidden by armor.
#8
I'm loving the weapons and the design but the stats for the armor need to be looked at (specifically the heat tolerance as -45C means most my colonists suffer heat stroke even when its freezing).
#9
Quote from: Dragoon on March 07, 2015, 07:46:20 AM
did you disable or just remove them, because if you just disabled maybe we can crosscheck to see what mods we have on with this one and see which ones are clean?
Sorry. I just deleted my mods folder and downloaded the new ones. I was running something like 30+ mods and decided that was too many and that it might be the source of my problems so I decided to try only using my favorite ones and see if it would work. Then I started a new colony and it works fine so it had to be one of those mods I removed.
#10
Quote from: Marnador on March 06, 2015, 11:43:39 PM
Ah makes sense, otherwise people would have started complaining right away.
Just out of curiosity what mod caused the problem?
No idea. I just went through my mods list and removed a bunch I wasn't using anymore.
#11
Quote from: Marnador on March 06, 2015, 04:57:50 PM
Do you have enough stone type stored? I seen a bug in other mods where pawns refuse to carry materials to construction site until you have the required amount in the storage, I am not sure if that's the problem but give it a shot.
What stone type are you building it from?

I'm making it from granite and I have over 2000 bricks stored. The strange thing is I never had this problem before you added moats (I mean with the versions prior to adding them) so I hope that bit helps.

I'm not having any problems with any of the other turrets it's just the vulcan cannon.

Edit: Think I've fixed it. One of my other mods wasn't playing nice and seems to have messed with yours.
#12
I seem to have a problem with my version. No idea how I managed to cause this but I can't seem to construct the vulcan cannons. When placed using any of the stone bricks as a building material the pawns will carry the 400 steel to it but will completely ignore its stone requirement and will not finish building it. They build stone walls just fine, it's only the vulcan cannon that seems to have the problem.

Any ideas what could be going wrong?
#13
Outdated / Re: [MOD] (Alpha 8) Automated healing
January 17, 2015, 06:59:56 PM
I like the idea of a tweaked healing tank. Reminds me of all those healing pods you see in sci-fi movies.

If you want ideas for balancing how about it needing a hopper to feed it med kits and just have it heal the injuries at the level of those healing kits. It wouldn't be OP anymore as all it would be doing is working as a normal pawn would healing you but minus the need for the doctor. It would auto balance itself out that way as you still need to build the healing pod and supply it power where as normally all you would need is a bed and another pawn.
#14
Outdated / Re: [MOD] (Alpha 8) Sleepy Time
December 29, 2014, 04:08:07 AM
Quote from: Turtle Medic on December 28, 2014, 09:32:17 PM
If I ever figure out how to add thoughts to the beds, I will make a stim bed that turns sleeping into a power nap, but with steadily increasing bad thoughts from hallucinations.

Don't know if it would work but you could use the psychic Modifiers for the thoughts. That way those who are sensitive to psychic attacks from AI drones and the such could have strong thought modifiers and those resistant would have weaker ones.
#15
I love the idea of the hive mind and would use it more but I've had problems with it breaking the skills like everyone else.

Would love for you to rewrite it so we can all play with it. Whether you simply fix it or completely redesign it either way I'm looking forward to trying it.