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Messages - InfiniteRemnant

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"error, rice stack larger than maximum stack, resetting back to maximum". Nothing crashed and the pawn went on as normal, but the rice he was carrying disappeared and the stack obviously only had 75 in it when he was done.

Oh gods, please tell me that stupid truncation error isn't back again... they just spent what feels like a month debugging that.

What's the "Point spent" for???
Probably just a hold-over. Previous versions had an optional point limit you could enable to keep your start comparable to a vanilla one.

when you get around to updating the vents and cooler replacements, can you port over the wall-vent-style heater from Redist as well? it looks so much better than the vanilla ones, but finding a stand-alone version of it is a pain.

It's a bit counterintuitive, but the tazer is actually best suited for someone who's TERIBLE with melee weapons (lvl 4 Melee or less).

otherwise, the damage buffs from their skill turns it lethal.

Outdated / Re: [A12d] ESM - e's small mods (MCM for Mountain Temp)
« on: June 17, 2016, 04:57:26 PM »
how goes the 'special project'?

Releases / Re: [A13] EdB Prepare Carefully v0.13.1.1 (13 Jun 2016)
« on: June 17, 2016, 05:16:21 AM »
Some of the buttons don't respond unless i click in a very specific part of the button. Usually the name tags and the three buttons that change the menu on the far left of the character edit screen.

Turning the other mods in my collection off didn't do shit.

Might want to look into that.

On the up-side everything else works just fine far as i can tell.

Releases / Re: [A13] Hospitality (v1.13c - updated 08.06.2016)
« on: June 14, 2016, 06:03:33 PM »
It's not hard. I've set something up before where i had boxed in a dozen angry starving definitely-not-tame animals (preferably hard-to-kill carnivores. they need to all be the same species so they wont eat each other.) between any potential visitors and my base.

Let the animals kill the caravan/raid/visitors, wait till they're asleep, loot, leave just enoughbodies behind so they don't die of hunger before the next group show up. rinse and repeat. No zones needed, no relationship debuff.

Then there was the time that i killed off everything in the forest that wasn't a 'boomer' animal so they would overpopulate, and would I chain-react blowing them up so that the visitors die from the explosions & fires, not me. again no zones needed, no relationship debuff.

you can also deliberately dig caves to encourage bug hives near a bottleneck in the map, build a 'visitor center' that has two dozen extra heaters on an external switch that you flick while they're asleep, move a battery or something else heavy and obstructing in front of a door while a visitor is in a room, use incendiary weapons to surround them with fire without actually firing directly at them, piss off a bear with someone fast and run past them, knock out a roof support while they're under it, etc... none of which require zones of any kind.

If you want to be a dick in this game there are PLENTY of ways to do it.

kinda like the angry chief thing cause it makes this sort of thing more challenging to get away with.

Outdated / Re: [A11] Extended Surgery and Bionics V1.9
« on: June 13, 2016, 02:53:58 PM »
Similar but not the same, this was the better mod IMHO. That one doubled the number of work tables for no reason, stripped out a really useful feature for the sake of "balance" (I have yet to produce anything using EPOE that a prostophobe won't bitch about, being able to grow normal body parts in a vat was really handy.), and added a degree of convolution to the whole thing that i don't see the point of (among other things, did we really need a new raw material?).

EPOE is still far better than the rest of the surgery mods out there, but I would much rather be using this mod, even if maintained by a third party, than settling for the 2nd place competitor.

does this come with a manual? i swear i'm putting the duct system together wrong or something...

with the breakdown mod, I would have breakables start at a minimum breakdown chance of 1% per day (assuming perfect maintenance), and have that minimum chance increase by 5% for every year since the breakable was built.

Old equipment needs more maintenance and breaks down faster than new stuff after all.
Having a minimum breakdown chance of 1%/d would be much higher than the current vanilla chance, but I'm inclined to agree there should always be a tiny breakdown chance. Also like the idea that old stuff breaks down quicker, but I'm not so sure that'll be fun to actually play with (would need some other mechanic to 'refresh' buildings, manually tearing down and replacing would be a pain).
Really? huh... I must have terrible luck then. I thought vanilla was higher than that from how often things break on me. whatever, point was more, "small chance that grows as the years go by" than specific numbers.

So, is it supposed to be pronounced "E. D. B." "Ed B." or "E. Decibel"? or something else entirely?

with the breakdown mod, I would have breakables start at a minimum breakdown chance of 1% per day (assuming perfect maintenance), and have that minimum chance increase by 5% for every year since the breakable was built.

Old equipment needs more maintenance and breaks down faster than new stuff after all.

Support / Re: (a13) Fuzzy
« on: May 29, 2016, 09:02:27 PM »
I don't think it is. I resorted to registry editing because the in-game options weren't doing anything.

Support / (a13) Fuzzy
« on: May 25, 2016, 05:53:03 AM »
I have AA turned off, My computer's graphics card is an old Intel model that doesn't even support forced AA let alone have options for it, yet a lot of things in game look fuzzier than they did in previous versions?

Is there something i missed?

EDIT: Nevermind, changing the registry key for "UnityGraphicsQuality_h1669003810" from a 1 to a 0 fixed it. i should have tried digging through the registry before posting this...

Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
« on: May 08, 2016, 02:24:41 PM »
I have this and some of the other mods on your list and i still see traders every 3rd or 4th visit, probably a compatibility issue in your mod list.

Weren't people pointing out odd behavior issues using hospitality and combat realism together? maybe it's related to that.

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