I just noticed, when playing without the ammo, the mortars shoot endlessly, without needing shells to fire
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#2
Releases / Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
June 11, 2017, 10:36:35 PM
Hi! Can you do a patch for combat extended?
#3
Releases / Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
June 11, 2017, 09:22:26 PM
Oh almost forgot! When playing without the ammo, I realized that many of the Turrets may still ask to change their ammunition, and if I do change it, the pawn keeps switching ammo forever
#4
Releases / Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
June 11, 2017, 09:02:09 PM
Thank you so much for bringing the mod back!! Just one question!
Why still use the Blazebulb plant? It wouldnt be much better to use just the Chemfuel instead?
Why still use the Blazebulb plant? It wouldnt be much better to use just the Chemfuel instead?
#5
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
June 07, 2017, 01:31:25 PM
Does anyone remember this mod?
https://ludeon.com/forums/index.php?topic=13992.180
One of the best weapons mods ever made, and has never been updated
https://ludeon.com/forums/index.php?topic=13992.180
One of the best weapons mods ever made, and has never been updated
#6
Releases / Re: [A17] SeedsPlease!
June 05, 2017, 01:02:58 AM
Hi! I notice that the agave seeds are missing!
#7
Releases / Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
June 01, 2017, 03:38:28 PM
Ok! So now i installed Industrial Age Object Pack A17 and the game works like a charm! No more red messages!
#8
Releases / Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
June 01, 2017, 10:31:20 AM
Sorry, I'll be clearer:
1) Call of Cthulhu - Cults A17 ::::NOW REQUIRES JECSTOOLS:::: - In the previous version of JECSTOOLS, the mod worked without error. But only now, in the last update, the mod doesnt even start. I tested the mod just with HubsLib, Jecstools and Call of Cthulhu - Cults A17, and I get the same error. So, the mod NEEDS Jecstools, but with it, the mod dosent work.
2) Is this happening to someone else or just to my game?
[attachment deleted by admin due to age]
1) Call of Cthulhu - Cults A17 ::::NOW REQUIRES JECSTOOLS:::: - In the previous version of JECSTOOLS, the mod worked without error. But only now, in the last update, the mod doesnt even start. I tested the mod just with HubsLib, Jecstools and Call of Cthulhu - Cults A17, and I get the same error. So, the mod NEEDS Jecstools, but with it, the mod dosent work.
2) Is this happening to someone else or just to my game?
[attachment deleted by admin due to age]
#9
Releases / Re: [A16/A17] Call of Cthulhu - Rim of Madness Expansion Pack (5-27-2017)
May 31, 2017, 06:22:44 PMI'm having a ton of red messages with the last JecsTools update :/
#10
Outdated / Re: [A15] + [A16] LewisDTC's Weapon Expansions (22/12/2016)
February 09, 2017, 07:47:45 AM
Im glad i helped! hehe
#11
Outdated / Re: [A15] + [A16] LewisDTC's Weapon Expansions (22/12/2016)
February 08, 2017, 07:17:56 PM
Hey Adalah217! Thanks for the quick response!
Just wanted to let you know that i found the op bug that I was referring to the gauss pistol
The ammo for the pistol was set to: <ammoSet>AmmoSet_Magnetic_Cannon</ammoSet>
So i changet it to: <ammoSet>AmmoSet_Magnetic_Light</ammoSet>
So the gauss pistol was indeed shooting an op bullet damage haha
Just wanted to let you know that i found the op bug that I was referring to the gauss pistol
The ammo for the pistol was set to: <ammoSet>AmmoSet_Magnetic_Cannon</ammoSet>
So i changet it to: <ammoSet>AmmoSet_Magnetic_Light</ammoSet>
So the gauss pistol was indeed shooting an op bullet damage haha
#12
Outdated / Re: [A15] + [A16] LewisDTC's Weapon Expansions (22/12/2016)
February 08, 2017, 03:29:20 PM
Hi Adalah217!
Do you have plans to update the CR patch? the gauss weapons in the current version are a bit broken/op, like all the gauss weapons using the medium magnetic ammo, and the gauss pistol just obliterating everything in its path!
I dont know where to post this, so i post it right here since its about the CR patch!
But anyway thank you very much for taking your time to do this patch!
I hope to hear from you soon!
Do you have plans to update the CR patch? the gauss weapons in the current version are a bit broken/op, like all the gauss weapons using the medium magnetic ammo, and the gauss pistol just obliterating everything in its path!
I dont know where to post this, so i post it right here since its about the CR patch!
But anyway thank you very much for taking your time to do this patch!
I hope to hear from you soon!
#13
Releases / Re: [A16] Expanded Incidents (2017-1-22)
January 25, 2017, 10:04:08 AM
5 days! The problem is that the whole colony is infected now! Then i got a lot of raiders atack, and even if i manage to cure one guy, he get infected all over again just getting close to other dude! Its gona be tricky to cure that one! 😞
#14
Releases / Re: [A16] Expanded Incidents (2017-1-22)
January 25, 2017, 08:45:45 AMQuoteRestrict affected pawns to their bedrooms. It spreads through social interactions.I tried, but 5 days in "solitary" makes their mood worse then leaving them walking loose, but f#ck the rest of the colony
#15
Releases / Re: [A16] Expanded Incidents (2017-1-22)
January 25, 2017, 07:56:34 AM
how do i totaly cure the homesick feeling?? my whole colony keep getting homesick even after getting cure! help!
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