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Messages - Ykara

#406
Quote from: Boboid on February 28, 2015, 10:11:01 AM
I always cringe a little every time I see a modder adding their own traders.
Getting a Bulk Goods trader is already a bit like getting coal for christmas.

Personally I might just hack the hyperweave recipe out of cybernetic storm and paste it into one of your workbenches to solve the hyperweave problem :P

Nice to see rib replacements though, now we just need a sensible way to heal torsos and heads of "scars"
What's so bad about new traders? Do you think they're unbalanced?
And I fear there won't be bionic torsos, because if you replace a torso everthing is replaced and you can't install or remove body parts. So your colonist is just a torso.

I've uploaded new versions of the compatibility fixes, just redownload them from the old links.
#407
Update 1.1 - Medical Ribs and Traders!

Hey guys, I've just finished a big new update with some new content and many tweaks and fixes.
You can now craft and install medical rib implants, that boost your immune system!
I've also added two new traders: The prostheses trader and the textiles trader! The textiles trader sells apparel, textiles and hyperweave! It makes crafting synthetic organs much easier, because now hyperweave isn't as rare as it was before.
And the last big new feature is, that vancidium is now stuff! It's extremely durable, vancidium doors open incredibly fast and the colour looks nice, too. You can even craft deadly swords or knives with it!
You can download the update directly from here or from the original post! - Outdated, downlaod the latest version from the original post!
Have fun!

Changes:
*  Added medical ribs that improve the users immune system!
*  Vancidium is now stuff! Build things with this incredibly durable material!
*  Gave every rib a specific name (first rib, second rib...)
*  Added prostheses trader!
*  Added textiles trader!
*  Surgeries now give XP!
*  Gave every recipe a fitting sound (e.g. woodworking for making a peg leg)
*  Tweaked the work amount of all surgeries
*  Added some extras to all workbench defs
*  All prostheses now have their own trade tag (that means you can't buy them from exotic good traders anymore)
*  The power arm, the advanced power arm and the avanced bionic arm are now fixed on the shoulder, too
*  Lowered the skill requierements for crafting surrogate organs to 7
*  Raised the amount of vancidium requiered for upgrading the bionic spine to 15
*  Changed the defname of the simple prosthetic research
*  Removed a texture for simple prostheses
*  Polished and structured some of the defs
#408
This happened to me, too. I've found nothing, my mods weren't making any problems, I've redownloaded the game but it didn't work, too. I've also deleted the config folder in LocalLow, but it didn't help. I had to start a new colony, I'd be really interested if there's anyone who knows what causes this problem.
#409
Outdated / Re: [MOD] (Alpha 9) Craftable Guns
February 28, 2015, 06:33:19 AM
Quote from: 10001110 on February 27, 2015, 04:34:01 PM
Why not include late game weapons? Maybe you could make it so crafting those weapons requires research\reverse engineering, once one example has been acquired, and a high crafting skill requirement, maybe add some plasteel requirement. This way we would only be able to craft late game weapons late game, and just as a way to get better quality, because we will be swimming on them soon enough, just most of them will be really bad :)
I'll think about it, skill requirements are a good idea. I'm gonna work on this mod when I've finished the big EPOE update.
#410
Quote from: Dr. Z on February 27, 2015, 04:51:55 PM
If I wanted to make a fix for zombie apocalypse and prison improvements I would only need to add this:


<comps>
  <li>
    <compClass>PrisonImprovements.CompSlavers</compClass>
  </li>
</comps>


to the zombie fix and place this in the folder of PI and EPOE whilst the races_zombies in the zombie folder right?

Edit: Actually, shouldn't the EPOE files be left unchanged and the other mods get the extended xml's?
Well, it's about the mod order. And if you don't know how this works it's the most effective way just to change every file.
And for the PI mod, i don't really know what to do. There are some changes made to the Races_Humanoid I don't understand but seem to do nothing. Just activating EPOE after PI fixes compatibility issues and that's really strange, I think I'm gonna ask Wastelander about this.
#411
@TheNewTeddy That's how I've always imagined Tynan. He just uses his profile image to trick people into thinking he's not Jesus in disguise.
#412
Ideas / Re: Autopsy Table
February 27, 2015, 02:05:38 PM
Quote from: Gennadios on February 27, 2015, 02:00:52 PM
I just can't see an autopsy just for the sake of an autopsy making any sense in the game. Way too much other stuff to do in the colony, you can get neurotrainers, and the only real reason to butcher another human is for food.

I'd love intact organ and bionic harvesting from the freshly dead, but I'm not sure if the bionics die with the user design decision is set in stone yet.
Well, I have not found a medicine neurotrainer yet because they're pretty rare and instead of idling around your doctors could cut corpses open. I don't think it's an unecessary idea.
#413
Quote from: Asfalto on February 27, 2015, 12:33:35 PM
Ykara: so GlitterTech, this, and yours SHOULD be compatible (you just answered me on your thread they won't a can't be)

?
GlitterTech is not, because it modifies the Races_Humanoid like every other surgery mod and there isn't a fix yet. I could make one, but it looks like GlitterTech and EPOE use identical labels, so it would be quite confusing.
And I really don't have an idea whether this mod works or not, I've not tried it, but it definitely is not compatible with EPOE, because they use identical def names and benches. EPOE is Extended Surgery and Bionics with more content, so there isn't a reason to use both anyway.
#414
Quote from: Ksajimato on February 27, 2015, 12:16:55 PM
Quote from: Ykara on February 27, 2015, 11:35:18 AM
Maybe there's an incompatibility between the PI and CS, I'll have a look, maybe I can reproduce your bug.
nah, without any patches, game lauches normally, and i played with PI and CS together :)
Yes, when you activate the PI mod before the others it works fine, but PI does make changes to the Races_Humanoid, so I don't know how well it works. I'm gonna work on it, I've deactivated the option to download the fix till I've found the problem.

Quote from: Otterlover5 on February 27, 2015, 12:57:28 PM
I cant install a wooden foot after my colonist got bitten by a zombie on the foot using the zombie apocalypse! Plz fix or tell me how to
Well, I don't know about that problem, do you have the fix installed? If you have, everything should work fine. If not there's a problem with the Zombie mod, just ask there. I haven't tested the Zombie mod long enough to know how it works, maybe the mod doesn't want you to install prostheses on infected body parts.
#415
Maybe there's an incompatibility between the PI and CS, I'll have a look, maybe I can reproduce your bug.
#416
Do you have any other mods installed that could interfere with one of the three? Because I don't have this problem and I'm pretty confused right now, because I don't find anything that could cause such issues.
#417
Oh, I found the problem. I uploaded the wrong version, I'm really sorry. Just download it again from the same link and it should work.
#418
Quote from: Ksajimato on February 27, 2015, 09:57:05 AM
Quote from: Ykara on February 27, 2015, 09:54:08 AM
Quote from: Ksajimato on February 27, 2015, 09:41:10 AM
I would highly appreciate, if this doesn't bother you.
No problem, here it is! You can download it directly from hereor from the original post!

I love you! Thanks!

edit
Something wrong, when i launch game with OPOE, CS and PI (and fix, ofc) game just show me black screen.
That's really strange, I have tried it and it works fine for me. I'll take another look, maybe I can find your problem.

Quote from: Asfalto on February 27, 2015, 10:09:58 AM
I think this still conflicts with GlitterTech, since i can't install advanced bionics..
This mod is not compatible with GlitterTech, there's no fix for that.
#419
Ideas / Re: Autopsy Table
February 27, 2015, 10:00:33 AM
Well that is great idea for a mod, I'll take a look if I can accomplish to create such a mod ^^
#420
Quote from: Ksajimato on February 27, 2015, 09:41:10 AM
I would highly appreciate, if this doesn't bother you.
No problem, here it is! You can download it directly from here or from the original post!

Edit: Removed the download link till I find a solution to the problem.