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Messages - Tekuromoto

#1
Ah, cool, thanks. I'll look into it.

I always play with Colony Manager installed (it's a Fluffy mod, after all ;)) but I've always been too intimidated by it to actually use it. That or my colonies are too busy barely surviving to support an upper class managers.
#2
I know it's not exactly what you're after, but I've found Run & Gun to be very handy when either closing distance or high tailing it.
#3
Hey all,

I'm back playing RW after putting it aside for a couple of years. I remember a mod that had an expanded history tab but can't find anything like it now. In particular I'm looking for more stats on power generation/consumption.

I don't even really need to know the details over time, I'd just like more info than what you get by clicking on a battery: amount generated by this source, total generated, total consumed, total stored.

Is there a mod like this already?
#4
Any word on updating More Planning for A14/A15? I took a break with A12 and am just getting back into it through Steam and omg I can hardly imagine playing without more planning.  :D
#5
Quote from: harpo99999 on January 07, 2016, 06:20:53 PM
there is the NEEDED(for trading with the traders/ships) outdoor trade beacon area

You don't need any outdoor trading beacons unless you care where stuff lands when you buy it; without an outdoor beacon I find stuff always lands near the door(s) to my colony. Stuff will teleport away from indoor beacons just fine.
#6
Quote from: RadGH on December 04, 2015, 04:16:41 AM
I was struggling to get a cleaning area to work in my existing save game like some others. I have edb interface.

Here's some info:

1) Existing colonies don't start with a cleaning zone.
2) In a new colony/world, the cleaning buttons do NOT look like this anymore: http://i.imgur.com/P0aaczk.png but instead look like this: https://dl.dropboxusercontent.com/s/3xaafba5m6jk5gk/2015-12-04_01-08-32.jpg?dl=0

That's strange... I use NCP and EdB interface and have no problem assigning/deleting cleaning zones. My zones menu looks like



and as you see the cursor is a little broom that lets me paint the cleaning area, just like any of the other basic areas like home, roof, or snow clearing. You're correct that there is no default cleaning area though - it's independent of your home area.
#7
Quote from: Limdood on November 30, 2015, 08:24:15 PM
Perhaps it might be possible to have a toggle?  maybe you could toggle so that a higher skill colonist would ignore "reserved by" markers of a lower skill colonist and force the lower skill colonist to perform a job check when his reserve is cleared?

THIS.

#8
Quote from: skitt. on November 21, 2015, 05:33:49 AM
hi, installed this but i seem to be having some issues,
Temperature no matter what i set it to or how many heaters/coolers i have my temp inside wont go above 2 degrees, and cooling wont go higher than -4
Quote from: Florius on November 29, 2015, 07:12:05 AM
Hi. I seem to have a problem with my duct system.

I have a room which is 51 celsius, and 1 intake (turned all the others off).
But the net temp keeps switching between 1 and 10? And I can't seem to get it working?
You need lots of intakes to make the system efficient. At least one intake per output is what I use. Otherwise what seems to happen is the system never gets up to speed. It's like the heat trickles out of the vents before the intake ducts can pressurize the system. I sort of think of the duct network as a big room - if you've only got the heat/coolth coming into this huge room through one little window, it's obviously not going to work very well with a ton of doors open on the other end.
#9
I sort of take the view that if you don't want to clutter your work area with benches that build stuff you think is unreasonable... well... don't build them.  :o
#10
Outdated / Re: [A11] EMP Guns
November 30, 2015, 01:56:38 PM
So since this was necro'd today, I'll ask the obvious question:

A12 compatible?

#11
Outdated / Re: [A12d] Colony Manager V2
November 30, 2015, 01:54:06 PM
Quote from: Fluffy (l2032) on November 26, 2015, 04:29:06 AM
I also really want to do my own implementations of the autosell and autoequip mods.

While I haven't used the managers mod yet I do use your other interface mods and love them. Next play I'll fire up the managers too. What I really want to say though is PLEASE PLEASE do an autoequip. I use the current one but it's so buggy and wierd, and I never really trust that it's doing what it says. I'm confident that a fluffyquip mod would rock.  ;)

Sure, you can call it that. No credit needed.  ;D

#12
I'm not 100% certain, but I seem to remember that you need to unlock stonecutting first.
#13
I'd love to see minified turrets!

These things are like gold in my game because the base parts are so hard to come by - I frequently can only build a couple in the course of a whole game; being able to relocate them would be awesome.

Being able to research some tech and fabricate the parts would be even cooler.  ;)
#14
As I understand it (and I'm by no means an expert), mod order mainly matters when two or more mods make changes to the same core definitions. In such a case, the latest loading mod's changes are what's loaded by the game.

With two simple mods - say that each modify the standard pistol - it's easy to decide which you want loaded last. The challenge comes with mods that have far-reaching changes, additions, and game-balances. Then simply loading one before the other may screw things up entirely. Hence the profusion of modpacks, where the curator has to tweak many files (including binaries) to get everything to play nice.

So basically, there is no silver bullet load order algorithm.

#15
I love your mods and try to keep them up to date all the time, even though I don't generally check what's been changed. So I was pretty amused to see this today when starting a new game with crash landing:



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