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Messages - InfiniteRemnant

#46
my floors menu is starting to get annoyingly cluttered, I don't suppose it's possible to make your wood and stone floors stuff based and make some kind of extended woodworking mod as well as incorporate a version of Extended Stoneworking? maybe also add a few new trees in to fill the gaps? that way could be one icon for all 12 different wood and stone floors, and you could have an excuse to add a few new types of metal floor without cluttering the menu.
#47
any progress on the boar rug texture? kinda want that one...
#48
Quote from: ZeloNixon on November 11, 2014, 12:17:10 PM
i can't seemed to...select other operation cuz there is too much,can u make a scroll?or it is just me

no, it doesn't seem to fit on my end either. ai core is almost always off the bottom edge of the screen for me.

i suspect that's what the modcreator meant by needing to wait for an upgrade in A8. the only fix they could do is ui modding which would render this incompatible with other ui mods. not a good plan considering how many of us prefer edb's ui over vanilla.
#49
Quote from: skullywag on November 08, 2014, 02:34:15 AM
Xeno in the space/sci fi world means alien
Yes and no, xeno- is actually a prefix that just means 'foregin', it's not a word by itself and it's specific meaning depends on what it's attached to. It gets used to refer to aliens a lot because it's the most readily accessible label that does not require misusing or inventing terminology, since the word alien itself is a synonym for foreign.

Quote from: skullywag on November 08, 2014, 02:34:15 AM
and that's not what these are.
Um... What? how can it not be alien in origin when it arrives via meteor? A species only needs to be on the wrong continent to be considered 'alien' to the local ecology, and meteors come from space, the most alien environment there is.
#50
Quote from: NoImageAvailable on November 06, 2014, 01:48:24 PM
Quote from: Rikiki on November 06, 2014, 08:25:08 AM
Quote from: NoImageAvailable on November 06, 2014, 05:49:24 AM
How about just Xenocreep?
It looks like too much StarCraft zerg creep in my opinion...

So what? Similarities will be there regardless of name and its not like the Zerg were particulary original either (*cough* Tyranids *cough*).

Actually, this stuff kinda reminds me of the Tiberium weeds from C&C2.

Why not Xwnovines?
#51
thought of two requests for improvements to this mod.

1) Ways to improve the damage-resistance of important body parts that cant currently be replaced, by 'augmenting' the existing part. basically add a procedure that consumes raw material to turn part A into part B if you use the cheap material, or part C if you use the good stuff.
- Skeletal reinforcement (skull) (metal or plastiteel)
- Skeletal reinforcement (spine) (metal or plastiteel)
- Flexible sub-dermal armor (head) (synthread or hyperweave)
- Flexible sub-dermal armor (torso) (synthread or hyperweave)
- give you two sets of claws and a rifle and congrats, you are now a bad cross between Cmdr. Shepard and Wolverine!

2) Tissue growth vat. A coms console sized workstation, made primarily out of plastisteel that consumes protein rich biomass (AKA, chunks of meat) to produce vat-grown synthetic tissue.
- Better than organic, not as good as bionics
- Doesn't piss off prostophobes since it's still living tissue and looks normal.
- Pisses off prostophiles cause they wanted the bionic version, not this weak ass fleshy crap.
- Not fast, cheap, or efficient, but very useful.
#52
Quote from: Commander Beanbag on November 07, 2014, 03:04:11 PM
Quote from: InfiniteRemnant on November 02, 2014, 11:10:04 PM
The personal shields mod replaces pawns with a different kind when they acquire shields. Likely that the recipes don't apply to these new pawns.

You would think it would be something that simple, but it's disabling harvest procedures (even the vanilla ones like kidney and lung) on both shielded and unshielded pawns. if it was the recipe just not applying to shielded pawns it should still allow it to go through on the unshielded ones.
#53
Help / Re: Has anyone tried this yet?
November 02, 2014, 11:13:57 PM
that might work, but don't melee attacks interrupt ranged attacks? You'd effectively be fighting at a worse disadvantage than going hand to hand...
#54
I've run into a compatibility problem between this mod and Personal Shields from the Enhanced Defense - Phoenix Edition pack, that I never had with More Bionic Parts! before they were merged. For some reason, when I use the two together i can't harvest parts. Any parts.

Any idea what's going on?
#55
Help / Has anyone tried this yet?
October 31, 2014, 08:53:49 PM
has anyone tried making bayoneted weapons?

As in, they work as both ranged and melee? how would one go about it, or can it even be done?

Reason i ask is i want to make a mod that allows characters to carry a second weapon, so they don't have to put down the hammer and go find a gun if they get caught on the wrong side of the barricade with only their tools, or have something a little better than just their fists if they get charged by an enraged muffalo they were shooting at.
Thing is i couldn't find a way to have two weapons, so next best thing is one weapon that counts as both.
#56
Any luck making the extra parts launchable so far?
#57
Outdated / Re: [MOD] (Alpha 6) Glassworks V.I
October 22, 2014, 08:32:53 PM
i think they would have replied to you by now if they were going to...
#58
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
October 15, 2014, 10:49:05 PM
wow.. okay i feel like an idiot for never bothering to try that with a fert pump.
that aside, the fact that the fert pump can do it, means it must be doable, somehow.
#59
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 12, 2014, 07:13:19 PM
would kinda like a "harvest all" option for those pesky prisoners who chew up resources but have too many forbidden tasks to be worth recruiting.
#60
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
October 12, 2014, 06:55:46 PM
Quote from: AHare on October 12, 2014, 06:13:18 PM
Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.
To build anything on water or mud, I still have to modify the water/mud, which makes everything buildable on them. If I want to restrict it to just concrete I'd have to limit everything else the same way I am now, so I'd be changing even more stuff.
you can't add something to the concrete that bypasses the no-build rule? like an inversion of the restrict code or something?
or a rewritten clone of the fertilizer pump that "dries out" the terain, turning Mud/water into sand or gravel or something? 

Quote from: AHare on October 12, 2014, 06:13:18 PM
Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
Cause as-is, i can't use this due to multiple mods trying to overwrite beds causing odd behavior.
Which mods? I can make some compatibility files for them.
I have Clutter, Enhanced Defense, T's modpack, Both EdB mods, More hydroponics, machine-gun nests, scratch pack, surgery extended, and workplaces installed. I'm assuming part of t's is conflicting because they both override the vanilla beds, but there may be conflicts with the others as well. no idea, didn't actually test any combinations other than yours being on or off while all the others were on, cause I'm not going to give one of those up.

I doubt the two ui mods or surgery would be doing it, but all of the others include structures, and several (mainly ones from T's) seem to replace or adjust existing things.