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Messages - Kesran

#1
Outdated / Re: [A16] Lockable Doors
January 15, 2017, 06:07:32 AM
Thanks for the reply Khell. I've got quite a few mods running so I'm sure it's just a conflict with one of those rather than an issue with your mod in particular, which as I mentioned earlier is a great idea, and such a simple concept it really should have been in the base game.
The first time it happened, the guest was actually wandering outside the colony when they decided to leave and the message just spammed while the guest continued to wander about.
I'm going to give it another go in a fresh colony, play around with the other mods/load order and see what happens - I'll let you know if I still get the problem.
Thanks again for your reply, and for the mod! (which others are using without incident so am sure it's my loadout that's the problem!)

Kes

*EDIT* Have just been running a fresh colony/ clean save after having removed a couple of mods which were outdated, and that seems to have fixed the conflict :)
#2
Outdated / Re: [A16] Lockable Doors
January 14, 2017, 04:43:27 PM
Great idea, but had to uninstall - even though I hadn't actually locked any doors, or even before i competed the required research, whenever guests tried to leave I got constant 'guest is leaving' message spam and guests couldn't actually leave. (I was using steam workshop version)
#3
Hi,

Let me begin by saying thanks for the work you are putting into a great mod! I am enjoying the extra options this gives me without it feeling like it's breaking the game.

Just hit a snag though; for some reason my lit walls have suddenly started spawning wire coils whenever they switch between modes! They haven't been doing this previously, so not sure why they have suddenly started to do this? I know a previous poster had the same issue and I was wondering if you had discovered what the problem was yet or have any advice how I can stop the flood of wire (currently 2000+ coils!)?

Thanks again for a great mod!

Kes
#4
Quote from: Aenir on April 18, 2014, 12:01:27 AM
The Buried Circuits research says that it protects them from explosions, but I just had a turret explode and take out some buried circuits.

I think Aenir that what it means is that it prevents the conduits from exploding in the rain rather than prevents them from being damaged in general explosions; that's been my observation anyway.
#5
Ideas / Re: visitor zone, safety zone
April 18, 2014, 10:45:25 AM
great ideas - both the above mentioned zones would be really useful!