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Messages - vaelophis

#1
Colonists permitted to hold any shields (not shield belts) will proceed to pick up many times their own mass limit or bulk limit in any shields they can find and refuse to drop them.

How do I prevent this problem? It's not throwing errors, just a weird AI quirk.
#2
Mods / [Mod Request] Meal Price = Meal Ingredient Price
February 20, 2020, 05:13:02 PM
As the title implies, I would like to see a mod to make meals have a market value equal to [Base + Ingredient A + Ingredient B]. Because a meal made from thrumbo meat and a meal made from boomrat meat don't make much sense to both cost exactly the same in my book. Especially when the meats have different market values. Obviously this would need to account for vegetables as well, and probably would need some way to not break nutrient paste.


If this already exists, please do let me know! I couldnt find anything in my extensive searching
#3
Using Prep. Carefully, I have somehow managed to give two of my pawns an ammo type that they cannot use, nor drop. 7.92x57mm Mauser. It takes up bulk and carrying space but is invalid for their guns.

Is there an easy way to force them to drop it?


EDIT:

In addition to this, I've been running into a bug that causes pawns to load up with dozens of melee shields, putting them hundreds of Kg over their max bulk & mass
I cannot figure out how to stop that
#4
So when I try to organize enabled mods, or disable them in this utility, it crashes without an error.

Additionally it turned a bunch of mods off despite them being in the enabled section?
#5
Releases / Re: [1.0] Infused - Equipment enchantment
January 20, 2019, 11:01:02 AM
Quote from: notfood on January 20, 2019, 05:59:10 AM
You're loading very old infusions, my guess is GlitterTech is including outdated stuff. And 20 infusions is what would happen.

I thought I had the latest versions! I grabbed them from the github linked a few posts up?

EDIT:
As it turns out, I missed part of Infused: Tech Edition's description where it says to not load this and it at the same time.
So I think I've found the source of the errors ^^;
#6
Releases / Re: [1.0] Infused - Equipment enchantment
January 19, 2019, 08:10:19 PM
Just as a note, this mod used with GlitterTech will throw a lot of seemingly harmless red-errors on launch


Also, is it normal for starter gear from Prep Carefully to have like...20 infusions at once?

It basically makes your pawns gods.

https://pastebin.com/5rHePnGU The errors in question