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Messages - ESKOR

#1
Releases / Re: [B18] Allow Tool (3.3.0)
January 06, 2018, 06:18:13 PM
Quote from: Harry_Dicks on January 06, 2018, 03:28:19 PM

The only thing I can think of is QOLTweaksPacks, but it is in the process of being updated at the moment and that feature isn't working properly. You would have to forbid that item anyway when you drop it into a stockpile of lesser importance, because otherwise it would always have a hauling job to the more important stockpile.

QOLTweaksPacks, yeah thanks, im looking for that. Im waiting for stable b18 mod version ok. THANKS!
#2
Releases / Re: [B18] Allow Tool (3.3.0)
January 06, 2018, 03:24:55 PM
Hi all!
One question, this mod have an option like   right click in an object --> "move to (SPECIFIC) stopckpile ? " ignoring the priorities of stockpiles, of course.

THANKS
#3
Releases / Re: [B18] Marvin's Stuff
January 06, 2018, 03:10:15 PM
Quote from: MarvinKosh on January 06, 2018, 01:17:27 PM
By default, only 0.15% of building wealth is used with the mod installed. In vanilla, 0.55% is used. So that's less than a third of the usual value.

So for example, you would need to build eight wooden hand tailoring benches to generate one raid point.

The reason why the mod isn't specific about the sort of buildings is because it's taking a general measure of how established the colony is. But unless you have a lot of expensive buildings, you probably won't have to worry about it.

If you really don't want building wealth to count at all, replace 1500 with 0 next to 'points per million building wealth' in the mod settings.


AWESOME!!! Yes ok, i think 0.15% is a good value. Then, this mod for me is no important, is IMPRESCINDIBLE, and Ludeon should consider change his vanilla game with this wealth count system, because as this is now abusive i think. THANKS THANKS THANKS, and please, update this mod for future game updates pleaseeeeeeee
#4
Releases / Re: [B18] Marvin's Stuff
January 06, 2018, 10:24:55 AM
Hi all guys!
First, many thanks for your mods!!
I wanted to ask you about "Combat Readiness Check". Your mod can be config in options, but, for i can do this, i need to understand how the game works; then:
- I want that for raiders attacks only count the logical for me, the MILITAR aspect. If i have a weapon, shield, animal train in attack, torrets... ok, it is logical that they count, ok, ok, BUT, if i build for example, a room with a, i dont know, a tailor workbench and a lamp, WHY this things count for the raiders attack, if this things NOTHING to do in a battle?? this is, is not a advantage for me if i have a room with a workbench or other no-militar thing, but the game count this.---> This forces me that, to improve my base, first have to improve the military aspect, because as i do not first, I am dead, because my base wealth grows a lot, in no-militar aspect, but they, the attacks raiders yes, grow in militar aspect. For me this is no normal, your mod can fix this(and how config in mod settings) ?  thanks, and sorry for my english.....

#5
Outdated / Re: [A15] [MODLIST] ItchyFlea's Small Mods
September 05, 2016, 10:41:54 AM
Quote from: ItchyFlea on September 04, 2016, 06:46:36 PM
Quote from: ESKOR on September 04, 2016, 12:01:18 PM
But with the medical training the corpses disappear... is a cheat. The normal is after you train you must carry the corpses to crematory no?? Impossible put a option for this?? and a option for need a research??  Thanks and sorry for my english...
Not really, because if the corpse wasn't removed pawns would be able to use the same corpse for more research. I'll look into making a by-product of the training that needs to be dealt with in the future.


I think is much advantage: You win medical skill, and the corpse disappear, when you know that the acumulation of corseps is a problem. Don't need to investigate or build the crematory... For what?? better use medical train and 2x1... The idea of the mod is brilliant, but i no use it for this, too easy, too advantage.  :((  (pleaseee pleaseeeee a option for corseps dissapear when medical train pleaseeeeeee   :'( :'(    )

( i only registered in this forum for comment this, im very interesting in this mod, pleaseeeee )

#6
Outdated / Re: [A15] [MODLIST] ItchyFlea's Small Mods
September 04, 2016, 12:01:18 PM
But with the medical training the corpses disappear... is a cheat. The normal is after you train you must carry the corpses to crematory no?? Impossible put a option for this?? and a option for need a research??  Thanks and sorry for my english...