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Messages - shade88

#1
First time since Alpha 9 I've loaded it up without a debug error! ;D

Thank you!
#2
Yay! It worked! ;D

...Well, kinda. The Spasm error's gone, but now it has an issue with the gun category?  ???

I'd say this might have been caused by another mod, except it only appeared after trying the fixed Nonlethals.

[attachment deleted due to age]
#3
...? It's still the December version. Tried it out anyway, got the same errors. ???

Edit: Tried getting a screenshot.

[attachment deleted due to age]
#4
Getting an error, something about failing to cross-reference the Spasm Damage type for projectile properties?

Edit: Just noticed the download link for Nonlethals hasn't been updated since December. :P
#5
Oh okay, I thought it didn't because of the comment in the bugs/issues list of the Prison Improvements mod:
Quote from: Wastelander on February 05, 2015, 01:53:42 AM
- Prisoners don't appear to use food dispensers in the prison as of 9.275 - likely a core game bug.
Also, when I checked the wiki it didn't say that prisoners could use NPDs again (it only said they couldn't since Alpha 7).
Thanks for clearing that up for me! ;D
#6
Quote from: Igabod on February 20, 2015, 06:04:55 PM
Quote from: hagnat on February 20, 2015, 04:21:09 PM
i don't know if this was suggested or not, but one thing i would love to create is air ducts, which would allow me to place the AC/Heaters in one spot and direct the airflow to rooms in my base

It has been suggested, and I like the idea. But that is a bit too far beyond my abilities to implement. There is a mod which adds vents to the game, but I'm not sure if it has been updated for the new alpha yet or not.
If you're talking about the Central Heating mod, the modder didn't update it themselves, but someone did post a hotfix for A9.
#7
In the patch notes for Alpha 9c, Tynan mentions a new heat loss system. Haven't tried it out; anything changed for airlocks and such?
#8
Will this be updated for A9? Seems like it'd work wonderfully with the Prison Improvements mod.
#9
Quote from: Ykara on February 20, 2015, 02:08:01 PM
Quote from: Hoovytaurus on February 20, 2015, 12:56:14 PM
Another can't-install-stuff problem - it appears advanced bionic jaws can't be installed. Normal jaws show up, the advanced ones don't. Just thought you should know.
Thanks, I found the problem and fixed it. Look in the attachements and put the file in the RecipeDef folder (just overwrite the old file).  Keep reporting bugs, I really appreciate it. I think I'll release a fix with this and some other minor fixes tomorrow.

@Dr. Z: I get your point. t It's not a big problem in my opinion because I've never built any walls out of gold, but I'll think about a solution. Do you have an idea how to fix this problem? I can't change the volume, because it couldn't use it in recipes with a small volume.
Why not just keep market prices the same as vanilla? The lower build cost will make it easier to use the gold in recipes, but with market prices the same, people won't be able to make an easy profit off the leftover gold.
#10
Quote from: plaYer2k on February 19, 2015, 08:03:27 AM
Well this is an awesome mod so he sure will update it once he got around. But as the new alpha got released yesterday, it is still very young.

Thus modders have to look into what changed and often even how the vanilla game plays like before they can incorporate their old mod into the new game version ... also real life and such.

I personally am still on A8 waiting for most of my mods to upgrade to A9 and then i do the change :D


So thanks for this nice mod, i really enjoy it.
I think most people will be doing the same, waiting for compatibility with the mods they enjoyed so much in A8. I just hope this gets updated sooner rather than later; it's one of my favorites.
#11
Ideas / Re: Your Cheapest Ideas
February 01, 2015, 01:21:02 PM
Quote from: Evelyn on January 31, 2015, 08:57:01 PM
Viewing the changelog should be mandatory before posting on this thread.
Definitely. I've seen way too many recent posts asking for a feature that's already in the changelog.
#12
Ideas / Re: Your Cheapest Ideas
January 31, 2015, 07:15:47 PM
Quote from: StarBlazer on January 30, 2015, 08:22:22 PM
Quote from: Kagemusha on January 29, 2015, 10:23:50 PM
Quote from: StarBlazer on January 29, 2015, 08:57:54 PM
Hm..not exactly sure whats cheap mostly cause I never developed anything but Muffalo stampede? A few muffalo's got spooked and startled their herd and they head for your colon.
*Chortle*
The perils of that 'y' missing could be a rather painful suggestion

Quote
Also when you build a Trade Beacon, a stockpile spawns in its radius automatically just for ease.
I feel that I recall seeing somewhere that that has finally become a thing.
There is a mod for it,but would be nice if it was in the game.
*Looks through the change log* It is.
#13
Ideas / Re: Your Cheapest Ideas
January 30, 2015, 05:24:24 PM
Backpacks. We need backpacks. Not quite sure if this fits in as a cheap idea, but...
#14
Ideas / Re: Your Cheapest Ideas
January 29, 2015, 08:40:15 AM
Quote from: Toshiro on January 29, 2015, 08:12:36 AM
An actual cheap idea, would be to be able to help a knocked out person from a friendly faction. As it is now, I have to choose between capturing them or letting them die and take the hit from it.
January 9 Change Log Note: "You can now rescue incapacitated neutral people and heal them. Their faction will be appreciative."
#15
Ideas / Re: Your Cheapest Ideas
January 28, 2015, 03:24:17 PM
How about this: a new zone designation - the "leisure" zone. All it would do is designate where colonists go when they're idle, but it would help with all sorts of problems with idle colonists going where they shouldn't.