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Messages - Blazergong

#1
Hey JabbaMonkey, Awesome graphics keep up the good work.  One little comment i had retarded muffalo. They were all following theyre ass instead of their head (walking backwards).
#2
Quote from: Canute on March 04, 2015, 01:35:31 PM
I use both together, and it is working.

well i tried multiple things now but cant get both mods to wrok when i activate MD2 the prep carefully option doesnt show up.
#3
Did anyone say this mod and edb prepare carefully don't work together and i just didn't get it? otherwise, im can't use prepare carefully when MD2 is enabled
#4
maybe a marinating table would be a nice asset. Take slonger to prepare but higher quality
#5
I posted annother topic on this in the help. Can't you do something with the rotting mechanism. Add someting similar but with the result of dried meat when left in heated rooms. for example if temp is below 0 degree celcius food wont spoil. The higher the temperature the quicker spoil rates (correct me if im wrong). some thing like when something rots at temperatures above 40 degree celcius it will change to annother non perishable item
#6
Help / Rotting mechanic
March 04, 2015, 10:41:07 AM
Hi everybody....  was thinkin about modding something with the rot mechanism. inspired by the weed mod i was wondering wether it would be possible to change the "rot outcome" to annother product.  invisioned the weed drying. Let the stuff lie in a moderately heated room and over time it will change to dried buds. Can anyone tell me if it is possible to implement such a thing. i tried to look at the game code for rotting effects. However being a biologist and no programmer it did nt make sense to me. nyone can help me with this?
#7
hash production: add leather skirt which accumulate resin from plants when walking through a field
#8
Mods / Re: Mod request: Jerky and sun dried potatoes.
February 28, 2015, 08:35:06 PM
Try it, my ideas are for free.
#9
Mods / Mod request: Jerky and sun dried potatoes.
February 28, 2015, 02:18:12 AM
HEt everybody. I was thinking about the following feature for the game. If food is left alone in high temperatures it becomes dried. This way it will be unspoilable.
I tried to look at the code to try and find something about the rotting process wehre the food qualitis change ,ut unfortunatelly im no good at code. If anybody feels something for the idea and want to work with it, be my quest. Would be awesome if this would be implemented.
#10
An idea for the weed mod. Make the raw materials non consumable till they dry (something like rotting on normal foods) When they are dry they can be consumed (maybe you can make hotboxes with excess heat like an indoor geothermal to quicken the process in colder climates). My personal experience when i had a plant was: harvesting --> drying --> consuming (or further production). Also add different kind of weed plants a hemp kind (brownish), one fr using (dark green) and a medical version (light/neon green).  Make differences in harvesting times. As example when harvesting for hemp you are pretty careless so it goes very quick, when harvesting for consumption take average time and harvesting medical weed takes longer (due to high care) and possibly change the growth rates of the different plants.
#11
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 24, 2015, 09:35:16 AM
HEy, like the mod. However the shape of the prison doors bugged me a little. I changed your textures and made the door a little smaller as to match the other doors in the game. If you like maybe you can put it in your next update.
Im no modder, just helping where i can .

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#12
Outdated / Re: [Mod] (Alpha 9) Weed!!(v.1.6) Gangs!
February 24, 2015, 09:31:48 AM
Hey Blaze, you said you weren't the best at graphics so i made a png for the weed oil. if u like it use it.

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#13
Thanks for the fix blaze, works like a charm
#14
Wanted to report the same as Fox. When the mod is off this doesnt happen
#15
When i installe dthe weed mod the beer brewing failed, colonists couldn't start a job at the brewer. Anyone else have this problem.