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Messages - kremlinkev

#1
Quote from: Rikiki on September 01, 2015, 03:30:38 PM
Quote from: kremlinkev on September 01, 2015, 11:36:06 AM
I think I am missing something obvious, but how does one make/procure the sonar module to build the actual scanner? I got 5 charged batteries made, but cant seem to find the last widget for assembly.
You can make it at the electronics workbench once the MMS research is done. Do you use the EdB mod order mod? It sometimes messes things up as it slightly modifies the mod folder names...

I use the built in mod ordering system, and I have the following order configured: 1) Vanilla core, 2) mms common, 3) mms mining, 4) mms mining helmet. Then other non-mms mods after that.

The only things at the electronics bench is the integrated circuit board and the mining helmet. I'm sure I'm doing something wrong.
#2
I think I am missing something obvious, but how does one make/procure the sonar module to build the actual scanner? I got 5 charged batteries made, but cant seem to find the last widget for assembly.
#4
Outdated / Re: [Mod](A10) Fast Floors V1.2
June 12, 2015, 01:12:31 AM
Just looking at the core xmls, looks like the only thing that changed was graphicpath element is now texturepath. Put some things together so it should work like it did in the past. However, vanilla now supports "smooth" floor type which may just need to be utilized. Attaching the updated zip for posterity for anyone who is afraid of editing xml files, but I'm probably going to overwrite the default textures now.

[attachment deleted due to age]
#5
Outdated / Re: [Mod](A10) Fast Floors V1.2
June 11, 2015, 10:42:01 PM
Quote from: Igabod on June 11, 2015, 02:20:47 PM
Alpha 11 is out and I'm settled in to my new home in Georgia. I still don't have time to actually play the game just yet cause I have a lot of things to take care of such as getting my drivers license and car registration transferred from Texas to Georgia and things of that nature. So the updates for all of my mods won't be coming out quite as quickly as they have in the past. You can help me in this by testing the alpha 10 version to see if it works as is or if it pops up with some errors. Also if anybody wants to do the update work for me and upload it in a comment on this thread then that will help get the updates out even faster and you will be mentioned in the credits of course.

We Texans are missing you already!

Tried to load the mod straight, and looks like it kills on init.

Looks like Terrain_FloorsStone.xml has been renamed to Terrain_FloorsStoneTile.xml with a few more elements added to the tree. I'll try to poke around with it later, and see if I can see what things you changed for it.

I changed the green carpet to be growable for my indoor grow-op, but I'll omit that from any zip.
#7
Quote from: EdB on April 17, 2015, 08:30:18 PM
Just a quick update.  I have started working on the Alpha 10 updates for my mods.  I expect to have a first release sometime this weekend for Prepare Carefully, after which I'll start looking at the Interface mod.

Thanks for the update! I haven't read the earlier pages, did you already know your work had reached should-have-been-core status?
#8
Sure alpha 10 is fun, but man it is frustrating spending so much time trying to get a decent landing party just to see the map sucks (I enjoy Tundra biome) and have to start over. This mod allows you to cut once, and just launch right into the game.
#9
All the first forum posters coming out of the woodwork for this mod, I figured I should chime in as well. Please for mod, spend more time rolling the perfect meat for landing.
#10
Quote from: Igabod on April 15, 2015, 10:47:52 PM
Updated for Alpha 10. I haven't had time to fully test this in game yet so if there are any bugs please report them so I can fix them quickly.

Thanks for the quick update on this. It's one of the simple mods that balances the annoying minutia of the game :}

In fact, I'm going to test new version right now!