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Messages - Roberius

#1
Help / Re: Help identifying a mod
March 15, 2020, 06:31:25 AM
Found it! Kijin Race 2.0 https://imgur.com/a/I78QQuV
Has a research item in it that spawns hay. Nothing in the mod options to stop it either.

Thanks guys, now to try and remove it without crapping out my game.
#2
Help / Re: Help identifying a mod
March 15, 2020, 05:31:13 AM
It's apparently not VGP, I asked the author directly.
A search of the files in notepad++ however only brought up VGP core and VGP garden tools as containing Plant_Haygrass in their .xml



#3
Help / Re: Help identifying a mod
March 14, 2020, 03:14:14 PM
Not Fertile fields, don't have it installed on this run. Usually turn off plant scraps anyway.

A mod for labelling what mod creates the item wouldn't help as hay is a vanilla item, I have something that is changing the harvesting effect to spawn not just the plant, but the hay was well.

Not grass is hay, don't have that one installed.

Mod list is here if anyone wants to spend 2 mins looking.
https://gist.github.com/3fe5a7b9a9f652b4e1b0ef63d9ea5e76
#4
Help / Help identifying a mod
March 14, 2020, 07:16:48 AM
Hi guys, I have a lot of mods currently installed and I'm trying to identify which one of them adds hay as a byproduct of harvesting any plants, any ideas?

I've been through my modlist to a certain degree and can't find anything obvious, I'd put a list of my mods up but it's 266 mods long. I'm drowning in hay! Help, hehe.
#5
Are underground rollers supposed to send power from one side to the other or not? Mine aren't.
#6
First, love this mod, one of my must haves before playing.

However, I find it painful to go through the items, adding them as bills, checking the mats and then into the item description to find out what each does/gives. Do you have a list/spreadsheet with all the added clothing items and their abilities? If so I'd be very grateful if you would share it.
#7
Outdated / Re: [MOD] (Alpha 4) Fusion Generator
July 09, 2014, 08:44:12 PM
I missed this mod so updated it myself to A5 using Psyckosama's graphic.
At least I think I did, my first attempt at updating :P Works for me anyway :D

Fusion Generator Alpha 5C - Mediafire Link
#8
Help / Re: [Request] Wall lighting
July 08, 2014, 12:41:03 PM
Ahh see thats where I must have been going wrong. I was trying to get vos' to match better powers while trying to wade through everything else bp adds. Didn't think of using core for example.
I'll have a good poke around when I get home. Thanks Telkir.
#9
Help / [Request] Wall lighting
July 08, 2014, 04:35:05 AM
Hello lovely modder types...
So I've been using BetterPower+ wall lighting for ages but it doesn't look like its going to get updated.
As far as I can tell it was akin to Vas' mod from alpha 2 which is totally abandoned.

I'd rather not touch Betterpower, but Vas' mod is stated as abandoned so if possible I'd like to update it, however.
I've had a look but I'm afraid I'm totally clueless as to how to update it.
Would anyone be willing to take this on or guide me through how to do it so I can keep it updated?
#10
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
July 07, 2014, 05:17:13 AM
The hauling droid very efficiently steals the metal off the droid construction table as my crafters are trying to build more parts :( was amusing at first watching the droid and my guy run back and forth, is now less so. Bit like tennis actually :P

Droids could use a manual shutdown switch?
#11
I presume he means Colonist Creation Mod   
Sorry to see this go, I preferred the simplicity this mod added. Thanks for the work Cala13er, looking forward to more Industrial Rim though :D
#12
I'm having issues with the laser drill, runs for 10 in-game days, then de-spawns leaving 4 piles of metal, 1 of uranium and no vent. Is it working for everyone else? Mod conflict?

Other mods:
6colonist start
clutter
embrasures
knockouts
project armoury
stackable meals
turrets pack