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Messages - Cmoa666

Nice work.
For some heavy weapons, can I suggest the m202 Flash, the mk.153 Smaw and the  Panzerfaust 3 ?
Rooki1 had made a mod with this kind of beast some time ago
And The-Eroks updated it for v17
Outdated / Re: [A17] Mines - balanced mining
July 08, 2017, 11:56:39 AM
5x5, better fit the size of the pawn.
I have some ideas for this mod:
- A male version of the SALLYS (well, everyone got different taste, and rich women exist too)
- a female version of the UNSULLIED, with more speed and less armor maybe ? (like an amazone/valkyrie)
- a hulkier version of the UNSULLIED (with the role of tank)
- a hulkier version of WORK SLAVE (for more transport/mining but without complex task like crafting)
Quote from: ReconCrow on September 25, 2016, 01:18:48 AM
I play the game and notice if I replace all colonist legs with bionic legs, I can't wear boots anymore, is this intention or bug ?

It's a bug from the core game, due to how are handed the bionic/parts of the bodie of pawn .In fact, only your bionic legs are now present on your pawn, but not their foots, that are sub-part of legs, so no sockets or boots. It is the same if you remplace their arms (no gloves).
It's never cease to amazed me that an early release from rooki1 is a full mod for other.
Thanks again for this quick update.
Like always, your mod are beautiful. Keep the good work !
Ps: I hope the AP HMG is planned  ;D
For remplacing the alphabeaver incident, why not some alphaTermite (Giants termites) ?
Outdated / Re: [A15] RT's Weapon Pack
September 19, 2016, 06:37:23 PM
Your bug is a well know bug present from a very long time. The only way to deal with it, is to cancel the unfinished item (but you lose some ingredients in the process)
Outdated / Re: [A14/A13] Aristocat's mods
August 24, 2016, 05:57:56 AM
I think the developper are already aware of the bug (present since a lot of version)
Outdated / Re: [A14/A13] Aristocat's mods
August 23, 2016, 01:21:10 PM
Quote from: CannibarRechter on August 23, 2016, 12:49:13 PM
Bug report.

Occasionally, while making a part (e.g., bionic leg, bionic arm), the colonist gets stuck making the part "forever". If you click on the unfinished part, you see that it has NEGATIVE work remaining. The negative number gets lower and lower, but never finishes. Does this mod have a ==0 check somewhere when it should have <=0 instead?

No, it's just a vanilla bug. you must cancel the item/project (and lose 1/3 of the componnents, I think). Nothing can be done.
For the support of other ressources, you just must add a recipe of the actual ressource wanted (lot of copy-paste).
For the ressources used in multiple mods, it is always the last in the order who is used, but only if the ressources (or items) have the exact same name. for example, cupropanda core and Industrialisation use both "Copper", but the first is named "CP_copper" and the other "Copper", so you have 2 different "Copper" if you use both.
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 23, 2016, 06:20:41 AM
The problem with installing other mod is that :
- Weapons must be compatible with Combat Realism (turret collection is not) (or they wont fit right with other)
- Lot of item/tech/ressources have been changed compared to vanilla (bug/crash can happen)
you can always try, but generaly some modification/patch are necessary.
PS: Almost all turrets from turret collection are included, and miscellaneous is already integrated in the modpack.
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 19, 2016, 05:30:33 PM
I used it with the previous version of the modpack (1.22), but it should work with this one (It didn't change the techtree, but is unlocked by ElectricSmelting tech aka crafting II)
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 19, 2016, 06:21:11 PM
I have a modified version of it. It should normally be unlocked with crafting III, enjoy !!! (and many thanks to skyarkhangel and simon-82)
Sorry but it is only mending, not skill lock.

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