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Messages - Mechanoid Hivemind

#451
Wow that was quick and okay ill double check my mod version
#452
I am getting this error when i start up and the conduit walls are missing. Like i cant select them at all there is no icon for them

[attachment deleted due to age]
#453
Bugs / Re: Cassandra on challenge not sending attackers
February 22, 2015, 11:04:28 PM
i am now 5 months in and still nothing :/
#454
Bugs / Re: Cassandra on challenge not sending attackers
February 22, 2015, 05:04:28 PM
I am seeing this to. i havnt been attacked yet and i am 2months in to my new colony and i am running no mods at the moment
#455
I am seeing the same thing my colony is like 2 months in and i havnt had any raids yet i am gonna post this in the bugs section
#456
I'd love to help you test this out. I am assuming new colony?
#457
Mods / Mod request: Trader calling
February 17, 2015, 01:33:37 AM
I would want the ability to call a trader to come by because i run a huge cotton farm with my sla.......i mean loyal employees...Yes employees.......and getting a trader to stop by takes way to long haveing the ability to all and exotics trader would be so nice cause i can start to make clothing out of the cotton.
Thanks ;)
#458
Quote from: elStrages on February 16, 2015, 03:09:04 AM
Getting off topic guys... So...

I will be looking at this mod around the end of the week is there anything you think you would like to see it it?
I am kinda confused at how the sandbags work i have the extra strength ones set up
T=trench
S=your sand bags
B=barbed-wire
W=sandstone walls
wTTTTTTw
wSSSSSw
wBBBBBw
w          w
w     ^     w
        |
    (incoming attack wave)
Like so with sandstone walls around them. I have lose 3 colonist to enemy fire so far and most of them have power armour on. Why does it not help or does it and i am blind?

Also i want barb wire to hurt not stop that be kinda cool.
#459
Is it suppose to happen even with out the scenario  mod from EBd? Because if i make a new colony with out the scenario start nothing falls its normal?  HALP please
#460
Quote from: eatKenny on February 09, 2015, 12:50:48 PM
Quote from: Mechanoid HiveMind on February 09, 2015, 10:02:52 AM
Quote from: eatKenny on February 09, 2015, 03:53:47 AM
Quote from: Mechanoid HiveMind on February 08, 2015, 08:42:49 PM
hazmat suits from your mod too?

Yes, will be included in next update.
Could you also get the suits to work with crash landings reactor? i hate when that stupid thing lands right in the middle of my small camp

oh i never checked "crash landing" mod but it may possible to make the suit work with that mod.
Not a big deal dont rush this or nothing i was only curious, i do believe your mod is the only one with hazmats
#461
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 09, 2015, 10:07:00 AM
Quote from: Wastelander on February 08, 2015, 03:06:41 PM
Quote from: Mechanoid HiveMind on February 08, 2015, 02:56:18 PM
I am also seeing an issue with the hoppers on the sides of the prison o mat. When the cook fills it the other people run in there and take the food back out to my freezer

Did that start happening with the installation of this mod? I don't think I messed with the hauling stuff at all...

Is the storage zone in the freezer is set to a higher priority than the hopper?
Ah it might be lemme check
#462
Quote from: eatKenny on February 09, 2015, 03:53:47 AM
Quote from: Mechanoid HiveMind on February 08, 2015, 08:42:49 PM
hazmat suits from your mod too?

Yes, will be included in next update.
Could you also get the suits to work with crash landings reactor? i hate when that stupid thing lands right in the middle of my small camp
#463
hazmat suits from your mod too?
#464
Support / Re: inserting an image
February 08, 2015, 06:33:42 PM
HA thats funny did you make that just for this post? and i found it out lmao after i had a break down and at all m poptarts :(
#465
This is what i got?

[attachment deleted due to age]