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Messages - KillerH

#1
Hey , the new drill issue that taigenraine had is definitely mod conflict. I had the same. Error log showed no things def error.
Once I moved the  JTDrill5Eva to beginning of mod load order and restarted game the error was gone.
Pm me is you want to get the list of mods I use.
#2
Quote from: chaotix14 on April 19, 2016, 06:05:45 AM
Quote from: KillerH on April 19, 2016, 05:30:34 AM
Hey.
Love the mod, but have small issue.
When I add either ferment or compost to bio reactor it shows there is no raw materials for the bill.
If I go into details it doesn't show any raw materials, it is listed that it need 5 vegetarian in description but in the mat list there is only *allow rotten.

I think I can guess what the problem is. Going to fix and update things now.

Edit: ....And the latest release should have fixed things.

Yup .
Working now.
By the way I like the mod because it is not overly complicated , was using other for power/mining but it got too complicated.
A good idea is to section mods, so a small advise would be if you feel like your mod is getting very big separate it into sections so people can choose some or all .
#3
Hey.
Love the mod, but have small issue.
When I add either ferment or compost to bio reactor it shows there is no raw materials for the bill.
If I go into details it doesn't show any raw materials, it is listed that it need 5 vegetarian in description but in the mat list there is only *allow rotten.
#4
The pacing has improved significantly from alpha 9
I feel that the colonist time tables is a really nice improvement.
I have varying time for sleeping for my colonists so that some sleep while other work.
This insures the work never stops.
I have started with the first iteration of 10 and played the same colony on all. The start was definitely strange and slow paced but after the updates it has normalised.