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Messages - bewby

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I hope this is still getting updated to the latest patch, I haven't found an additional weapon mod that feels right like rimfire does.

Outdated / Re: [A14] No Cleaning Please!
« on: July 20, 2016, 08:37:38 AM »
Thanks for this, so wonderful! And thanks for putting it on steam, which eliminates my necessity of checking the forums to find updates. :)

Outdated / Re: [A14] More Traits v1.3
« on: July 19, 2016, 10:03:50 AM »
I am also getting errors.

Would the OP allow me (or someone else) to take over the mod and upload it to the workshop? The game is hell without this mod, and I'd rather dump hours of my own life just to be able to make this game fun again, than see this mod die.

I hope someone or some group decides to take up the Prepare Carefully mantle after this. I appreciate all the work that EdB put into the mod. The devs obviously saw that value in them as most of them were implemented in the game in this update. However, as many have already said, there is no way to customize the individual colonists, which is what I always found to be the most important aspect of this mod. I enjoy randomness, but having absolutely no way of modifying the stats of the initial colonists (even in a limited way, such as selecting a type or "class" that informs the type of stats that get randomized) makes for a tedious experience getting started. On average I would spend 11 minutes rolling on random characters to get a decent first three. All of that can be wasted in an instant with a bad map. So the save/load preset options are amazing as well.

Even if whoever takes this mod over limits the scope of it to just that, I'd be incredibly grateful.

I cant seem to make the alpha 14 version work, I just get the default scenario editor.  :(

the Prepare Carefully button is in the same place it always was once you've activated the mod, which is at the "colonists" screen, at the bottom center.

Releases / Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
« on: July 15, 2016, 03:51:12 PM »
So quick question, this mod is available in the steam workshop already, however here you have it as [a13] is this working with 14?

Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
« on: May 05, 2016, 09:04:49 AM »
First time using this mod, is it designed so that the first visitor gifts you so much silver? I got 400+ silver and 20+ herbal medicines and I didnt really even talk to the person, had no guest room or beds or anything, but they left me all of that. I haven't gotten a second visitor yet, but that seems a bit strong a response for my very first visitor.

I just noticed that your custom plants seem to be immune to being killed by the poison ship part.  Maybe you meant for this, maybe not  ???

e: Also I am still holding out for cave ponds of some sort.
I just checked it, the poison ships destroy mushies as well as any other plants. :) Just keep in mind that there is no 'leafless mushroom' so the visual effect will be slower.

Adding some cave ponds is possible. I might however maybe implement it with fish industry instead. But not so soon. I still have an other project in (slow) progress. ;)

Any ETA for Fish Industry for  A13?
Approximately 1 week. I hope not later! :D

fuck yeah I cant wait for Fishing Industry

Running into this fun error

cool, no rush, take your time.

Outdated / Re: [A13] BackstoriesCore
« on: April 10, 2016, 04:27:14 PM »
Alright good, just in case anyone else grabs this up, the archive does not already have a Defs folder made, so if you grab this and the extra backstories and such from the original post you need to create a Defs folder within the mod folder and extract the other archives into that folder so it looks like my screenshot above.

I hope this gets updated for 13 :)

Outdated / Re: [A13] BackstoriesCore
« on: April 10, 2016, 04:11:03 PM »
Just want to make sure I've done this right, I'm supposed to create a Defs folder within the structure of the mod and put the other folders within the Zips in that, correct?

I have released a beta version of Prepare Carefully that works with Alpha 13.  Find the link and more info in the original post.

Keep in mind that there is more work to do.  It is not full-featured (which I guess technically makes it an alpha and not a beta), but it's a start.

Thank you based EdB, <3

Just wanted to inform everyone that this mod still mostly works in A13.
Vein Miner and Strip Miner still work. The mining brush no longer displays what area it will mine when you click, and starts at a default of radius 1, but otherwise it works.

thanks! i love this mod. do you know if it works for the new "vein" type for components?

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