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Messages - skullywag

#5266
enable dev mode in the game options (main menu) then start a game, at the top of the screen will be some buttons press the one with the arrow on it and youll get a page of options, one should be spawn general trader or words to that effect.

What mods do you actually have on, im playing with all those mods among others and have traders no problem.
#5267
Hmm I don't see anything here to suggest they have stopped. How long have you been ingame, are you just being unlucky?

Try going into dev mode and making a trader come, see if its broke at the event level or the auto trigger level.
#5268
Ideas / Re: High Priority Zone Work
October 07, 2014, 11:39:34 AM
something needs doing about this, its due to mods mainly IMO, for example I have added some worktables that require a cook, if I assign 1 cook he will do the job thats closest to him, if that happens to be my new worktable he isnt cooking food for the colony. Granted I could use another work type but the problem still stands, when you have more than 1 place to a work type how do you prioritize between them.
#5269
Help / Re: How to make a new worktable?
October 07, 2014, 11:35:44 AM
your work giver is all wrong. you need billgiverdef in there, where did you get worktabledef from?

your first workgiver above that last one is right...
#5270
Help / Re: Can't harvest new plant
October 07, 2014, 11:32:58 AM
post your plant xml file plz.
#5271
Thanks to Shinzy the release will have some new plant art in it.

[attachment deleted by admin: too old]
#5272
Mods / Re: Call for some artists
October 07, 2014, 11:13:18 AM
hnnnnn i REALLY like these. Check out the forum thread for the mod for whats currently there, these are going in ASAP, thanks Shinzy!

http://ludeon.com/forums/index.php?topic=6671.0
#5273
Outdated / Re: [MOD] (Alpha 3) IronWeed
October 07, 2014, 11:08:05 AM
Ive uploaded a prerelease of my materialcrops mod in the release section. I need feedback on it though for balancing.
#5274
They grow 1 per plant always.
#5275
Outdated / Re: [MOD] (Alpha 7) Simple Medicine Craft
October 07, 2014, 10:29:39 AM
Sallen check out my mod I just posted "MaterialCrops" it has all the defs and research setups youd need, pinch what you like.
#5276
currently same as potato but you need 4 to get 1 solution to get 1 material. So in the time it takes you to harvest 1000 potatoes, you can harvest enough for 250 metal, plus all the time taken to process it and time this takes away from other jobs as a colonist has to do it.

Its all easily changeable but i need mass feedback.
#5277
Help / Re: How to make a new worktable?
October 07, 2014, 10:23:17 AM
also just as an aside, start  a new game if youve been tweaking code and reloading a saved game, sometimes it kicks things into gear, I think removing and readding the bill can also have this effect, but worth doing it from scratch tbh.
#5278
Help / Re: Can't harvest new plant
October 07, 2014, 10:19:14 AM
you should have a:

<harvestedThingDef>youritem</harvestedThingDef>

in your plants def.

Make sure that def "youritem" isnt named the same as your plant, I had some issues with this, also it obviously has to be exactly the same as your item def, so check for typos.
#5279
Outdated / Re: [MOD] (Alpha 7) More Hydroponics Basins
October 07, 2014, 09:53:21 AM
Love it. Good job, simple and effective.
#5280
all I can think of when I see "autohammer" is the hammer Homer makes in the Simpsons.