Ahhh, i noticed that, it spawns all around the quarry which is nice until i forget to keep an eye on it and my entire room is overrun by chucks =P lol
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#1
Outdated / Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
July 21, 2016, 02:26:49 PM #2
Outdated / Re: [A14] cuproPanda's Mods - Experimental releases for A14 (20 Jul 16)
July 21, 2016, 12:26:23 PM
CuproPanda, thanks for the mods. Love them. I been using the Quarry mod, there is a weird error that pops up after my colonist "finishes" 1 round of mining (any of the 4 spots will trigger it) It will pause the game and throw up the error log, but if i set it to ignore the game will keep running.... but i can tell there is a noticeable "stagger/lag" for a split second each time my colonist finishes a round. It might be my other mods mixing with quarry, but just wanted to post here in case it is something with quarry itself. This save was with quarry loaded from the start.
Mods in their load order if you needed to know.
Mods in their load order if you needed to know.
Code Select
<li>Core</li>
<li>Community Core Library</li>
<li>Community Core Library - Vanilla Tweaks</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_Robots</li>
<li>Miscellaneous_Robots_Xtension</li>
<li>Miscellaneous_TrainingFacility</li>
<li>BalancingAct</li>
<li>AllowTool</li>
<li>DarknessRevampRevamped-master</li>
<li>Fluffy_Breakdowns-0.14.0.0</li>
<li>Fluffy_Tabs-0.14.0.1</li>
<li>kNumbers-0.5.0</li>
<li>Miniaturisation-0.14.1</li>
<li>RW_AreaUnlocker-0.14.0.0</li>
<li>RW_AutoEquip-master</li>
<li>RW_Blueprints-0.14.0.1</li>
<li>RW_FluffyRelations-0.14.0.0</li>
<li>RW_EnhancedTabs-0.14.0.0</li>
<li>RW_Manager-0.14.0.2</li>
<li>RW_MedicalInfo-0.14.0.0</li>
<li>RW_PawnStateIcons</li>
<li>StorageSearch-0.14.0</li>
<li>Vegetable Garden v4.0</li>
<li>PlantSaverVEGGARDEN</li>
<li>CorePanda 14.00_Prerelease</li>
<li>Cupros Drinks pre14.00</li>
<li>Quarry 14.00</li>
<li>Powerless! 14.00_Prerelease</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>Hospitality</li>
<li>Izzyssentials Core 1.03 A14</li>
<li>Izzyssentials Furniture 1.03 A14</li>
<li>Izzyssentials Hydro 1.03 A14</li>
<li>Izzyssentials Lights 1.03 A14</li>
<li>Izzyssentials Solar 1.03 A14</li>
<li>Izzyssentials Switch 1.03 A14</li>
<li>ED-AutoLoader</li>
<li>ED-LaserDrill</li>
<li>ED-ReinforcedStuff</li>
<li>ED-SubspaceTransponder</li>
<li>Embrasures 1.6</li>
<li>ESM - MineVein</li>
<li>ESM - SmoothWall</li>
<li>T-ExpandedCloth</li>
<li>T-MoreBedsCloth</li>
<li>T-MoreFloors</li>
<li>TilledSoil</li>
<li>USCM - Core</li>
<li>USCM - Turret</li>
<li>BatteriesStuffed-BatteriesStuffed-1.4</li>
<li>FastFloors_a14</li>
<li>Fences</li>
<li>LT_DoorMat</li>
<li>Mannable Turrents 1.3</li>
<li>Medical Training</li>
<li>MIRV Artillery 1.3</li>
<li>No Raids Storyteller</li>
<li>NonDecayingStorage 1.1</li>
<li>Organthoughts</li>
<li>PowerCell-PowerCell1.4</li>
<li>Recycle</li>
<li>RTFTJ</li>
<li>Stonecutting Tweak</li>
<li>RTGs</li>
<li>Training Rack 1.1</li>
<li>NeurotrainerCrafting 1.3</li>
<li>Modular Tables</li>
<li>MindAlteringDevice V1.13 A14</li>
<li>ED-ReverseCycleCooler-02.00.00</li>
<li>Rimsenal</li>
<li>Rimsenal_hair</li>
<li>Rimsenal_Security</li>
<li>EdBPrepareCarefully</li>
<li>RedistHeat</li>
<li>Miscellaneous_Objects</li>
<li>RT_QuantumStorage-A14-1.0.4</li>
<li>RT_Fuse-A14-1.0.1</li>
<li>RT_SolarFlareShield-A14-1.0.3</li>
#3
Releases / Re: [A14] Clutter ("Butt Friendly_Alpha"June 20, 2016)
July 20, 2016, 09:11:09 PM
Can't seem to get this working on a on going game, all my peeps just stand in place
#4
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
May 05, 2016, 03:27:17 PM
Often when i get the spam of "leaving" messages, you just have to let it keep going and it will fix itself. Usually this happens in my games where i don't have any guest rooms or not enough guest beds built yet. I don't know how to fully 100% reliably reproduce the bug, but this is what i seen so far. Wished that if you had more than 1 group of visitors, they will demand a different visitor room =P. Also be nice if there was a "Visitor food" only you can make.... hurts when they come and invade your stocks lol
#5
Releases / Re: [A12/13] Area Rugs
May 04, 2016, 12:28:07 PM
Im def. getting more of the colored cloth from breaking down the rugs than it takes to make! Sitting on 10000 pure white cloths now. lol
Say.. Make a 4x7 rug of any color. When it is in your stockpile, break it down, and you will have more XYZ of that color cloth than what you started. Set workbench to forever, and keep breaking it down until you get the quality you want.
Say.. Make a 4x7 rug of any color. When it is in your stockpile, break it down, and you will have more XYZ of that color cloth than what you started. Set workbench to forever, and keep breaking it down until you get the quality you want.
#6
Releases / Re: [A12/13] Area Rugs
May 04, 2016, 02:39:14 AM
Dunno if anyone mentioned this, but if you break it down, it gives you more materials than what it takes to make.... Noticed this when i sat on 8000 red fabrics trying to get masterworked stuff. Not to mention it takes like 1 second to craft. Is this intended?
#7
Outdated / Re: [A13] SkilledBuilder
May 04, 2016, 01:12:59 AM
Oohhh sweet, thanks =D
Now just need someone to make a mod that lets me select "maximum level" for my craft tables... getting tired of my lv 20s stealing mah lv 1's exp xD haha
Now just need someone to make a mod that lets me select "maximum level" for my craft tables... getting tired of my lv 20s stealing mah lv 1's exp xD haha
#8
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
May 04, 2016, 01:11:03 AM
Fixed it by breaking a pipe near my central heating room, wait for the pipes to go back up in temp, reconnect and that usually fixes it. If not, i add another heater and try again =P
#9
Releases / Re: [A13] Recycle
May 03, 2016, 04:51:57 PM
Anyone know how to remove plastic/titanium? Can't pick it up after recycling items o-o;;
#10
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
May 03, 2016, 03:11:40 PM
Having a bit of a problem with heat, in middle of winter and even with 2 100+ rooms, the pipes are bouncing between 8-12 degrees nonstop, is it because i dont have enough heat? O-o
#11
Outdated / Re: [A13] Enhanced Development - 2016-04-25
April 28, 2016, 03:31:20 PM
For ED-PoweredVent mod:
Does anyone know if there is a mod or item that you can link to the powered vent to "sense" temperature of the room that the "thermometer" item is placed and then lets you set the powered vent to auto cycle between its power levels to attempt to reach that temperature when it is connected to two thermometers in 2 different rooms with different temps. I'm doing this manually as a giant central heating system for my base atm using the heat from my energy room =P. I have 2 vents to my power station room. 1 to outside, and 1 to my main base. Winter time, i shut the vent and control how much heat i push into my base, while i completely vent during summer or i would be cooked =P
Does anyone know if there is a mod or item that you can link to the powered vent to "sense" temperature of the room that the "thermometer" item is placed and then lets you set the powered vent to auto cycle between its power levels to attempt to reach that temperature when it is connected to two thermometers in 2 different rooms with different temps. I'm doing this manually as a giant central heating system for my base atm using the heat from my energy room =P. I have 2 vents to my power station room. 1 to outside, and 1 to my main base. Winter time, i shut the vent and control how much heat i push into my base, while i completely vent during summer or i would be cooked =P
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