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Messages - eatKenny

#151
new CR patch added, however due to bugs from main mod "Combat Realism" i have to disable some weapons.
#152
Quote from: eskoONE on August 04, 2016, 12:33:50 PM
also u could use those "useless" ressources for stuff related thigns? like art, furniture and so on?

true, i was stupid :P
#153
Quote from: Minaraho` on July 29, 2016, 09:41:16 PM
Great mod. Could you make the m4 and m16 variants a little louder? they seem really quiet compared to the rest of the weapons.

sig p226, m4a1 and dragunov SVU are suppressed, and i already made m16 louder in the dropbox and steam workshop version.
#154
i was trying to make a "resource extension" mod for CCL that all modder can use those resources. however the problem is, when you dont use the main mod, those specific resources will be useless in game, for example if you dont use "Industrialisation", the resource alumium, which appears in map and tradership, cant be used anywhere.
#155
Quote from: Hatti on August 02, 2016, 02:47:51 PM
but a craftable cooland would be nice and should require something growable as example and/or like combat realism did with boombaloops/rats and explosives

yes i will make coolant craftble after i add water to the mod. may take some time though.
#156
Quote from: LustrousWolf on August 03, 2016, 06:52:21 AM
Will there be an update to patch this with CR with the unofficial update of CR? :D

is CR updated to A14?

edit: yes i saw it, sure there will be a CR patch soon.
#157
Quote from: Reviire on July 31, 2016, 07:54:21 AM
Hey, fun mod. Just wondering, do you have the A13 version floating around somewhere? Still waiting for some other mods to update before I switch to A14, and I lost my A13 version when i was fixing some issues with the game. I'd really appreciate it if you could throw it my way.

https://www.dropbox.com/s/v4id6cyqmbj10m2/Industrialisation_A13.zip?dl=0
#158
Quote from: MechanoidHater on July 31, 2016, 09:27:37 AM
This mod is really helpfull. What is the progress on alpha 14 update?
i almost forgot this mod, now just updated to A14.
#159
Quote from: silentwolf123 on July 29, 2016, 06:33:51 PM
Great mod, only thing ive noticed is that when building alluminum and copper windmills and solar panels they are the same power output of steel, is this on purpose orrr?

they do have same power output, only thing changed is the HP.
#160
Quote from: cuproPanda on July 27, 2016, 08:40:38 PM
Quote from: eatKenny on July 26, 2016, 05:12:33 PM
Quote from: 123nick on July 24, 2016, 05:25:12 PM
thanks for the update, but i have a minor issue. this mod adds, copper, and so does cupropandas Corepanda mod, his core mod which all his other mods require inorder to work properly. maybe a patch that allows this mod too use cupro pandas copper instead of its own? and too not generate copper veins or copper ruins (this mods copper) ? or maybe, a similiar change is a patch that just rename copper too something else entirely, like nickel, so there isnt 2 different coppers.

i will find a way to fix this...

There's no need, really. They don't conflict with each other, and I've updated my Unifier mod which allows the two to be exchanged depending on which one is needed at the time.

ok, thanks!
#161
Quote from: deathstar on July 29, 2016, 11:09:54 AM
High Caliber is my absolute favourite weapons mod, are there plans to upload it to the Steam Workshop? I'd like to add it to my collection.

i dont have steam so..

but if anyone want to upload this mod to steam plz PM me i can give you the permission.

#162
im thinking adding water into this mod, which can be collected near steam geyser or near lake/sea. water can be used in concrete production,  cooling deep mine, or even cooking meals.
#163
Quote from: neotris9 on July 25, 2016, 11:27:10 PM
I like the electricity cost on the deep mine but the lack of coolant makes the mod way too OP and simply infinite as electricity is free after you get all of your reactors and stuff up.
I assume you just updated the mod quickly thus just removed coolant for the sake of saving your time so it isn't a huge deal or anything.

thing is, traderships seems very rare after A12, i cant find a way that colony can have a constant supply of coolant, so i get rid of it.
but i drastically increased power consumption and reduced the resource gain from the deep mine.

#164
Quote from: 123nick on July 24, 2016, 05:25:12 PM
thanks for the update, but i have a minor issue. this mod adds, copper, and so does cupropandas Corepanda mod, his core mod which all his other mods require inorder to work properly. maybe a patch that allows this mod too use cupro pandas copper instead of its own? and too not generate copper veins or copper ruins (this mods copper) ? or maybe, a similiar change is a patch that just rename copper too something else entirely, like nickel, so there isnt 2 different coppers.

i will find a way to fix this...
#165
Quote from: str82azz on July 26, 2016, 10:43:52 AM
hey mate..nice mod..any chance of a14 update? :)

sure, lets see if i can update this in this weekend.