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Messages - InfiniteRemnant

#31
Can we get a screenshot of the resized workstations?
#32
Outdated / Re: [MOD] (Alpha 7) Machine Gun Nests
March 16, 2015, 02:47:03 PM
Is anyone going to make an A9 version?
#33
Does the hair work by itself or will i have to pull stuff from the core section to make it work? Cause the hair is all I'm here for.
#34
is there a version of this without the scrap station? i already have another mod that renders it superfluous.
#35
i thought the power arm was the craftable one, and the claw was a component you need to find/buy first.
#36
Outdated / Re: [MOD] (Alpha 7) Machine Gun Nests
January 03, 2015, 12:50:04 AM
Still no word on an A8 version? even an unofficial one?
#37
The double wall also presents a tactical advantage: an errant grenade punching a hole in your outer wall won't doom everyone to an icy demise.
#38
made you a more rabbit like placeholder for hare you can use while you wait for your usual artist. see attachment.

[attachment deleted due to age]
#39
Would it be possible to add copper ore to the game and override conduits and conduit walls so that they need copper cable? Cause steel cable makes pretty shitty circuitry IRL, even aluminum is better...
#40
So has the download in the first post been updated with the shoulder fix Minus mentioned yet? cause the 'last edited' time-stamp on said post seems to imply otherwise...
#41
Quote from: elStrages on December 19, 2014, 02:28:52 AM
The op hasn't updated the code to alpha 8. The code layout changed.
If you lookin for something similar my mod cybernetic storm covers most if not all of this mod now. Might be. A stop gap until the op fixes

Your mod also has toomany workbenches and a crapton of ugly looking junk i don't need or want clogging up my build menu. Meanwhile the only menu this overloaded was operations and i have a way of working around that. So i'll take this over yours, no matter how long it takes.
#42
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
December 20, 2014, 07:01:08 PM
Is there going to be an A8 version?
#43
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 17, 2014, 11:26:33 PM
You know, you could probably create a new stone type, name it "glacial ice", and script it, and things made from it, to degrade when heated. then edit the world gen so that 80% of the stone in this biome is that stuff no matter what. might be fun to watch players panic trying to keep their shack from melting cause the space heater was up too high.
#44
Outdated / Re: [MOD] (Alpha 8) Extended Woodworking v1.0
December 17, 2014, 10:23:12 PM
is it possible to rename the vanilla wood 'plywood'? or would that require editing too many objects to be readily compatible with things? just for aesthetic reasons. I'm kinda finicky like that. my mind keeps going, "but what KIND of wood?!" when i see the plain stuff next to the sorted stuff >.<
#45
Quote from: Igabod on October 26, 2014, 09:03:50 PM-1 is 108% speed boost, -2 is 118%, -3 is 130% and -4 is 144%. -10 is 300% which was insane. Beyond those numbers I don't know what the effect values are. There doesn't seem to be a discernible pattern to it so it was really just a trial and error thing.
well, the first few numbers you gave actually do have a pattern.

Difference between  0 & -1 is   8% (108%)
Difference between -1 & -2 is 10% (118%)
Difference between -2 & -3 is 12% (130%)
Difference between -3 & -4 is 14% (144%)

which would suggest the others would be:

Difference between -4 & -5 should be 16% (160%)
Difference between -5 & -6 should be 18% (178%)
Difference between -6 & -7 should be 20% (198%)
Difference between -7 & -8 should be 22% (220%)
Difference between -8 & -9 should be 24% (244%)
Difference between -9 & -10 should be 26% (270%) <-should be 300... wtf?

except that that last one is apparently wrong, so the pattern must change somewhere...