I dont know how to put a image in this thing i have been here for almost and hour trying to figure it out and i cant and its making me angry can someone help b4 i lose my marbles?
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#467
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 08, 2015, 02:56:18 PMQuote from: Wastelander on February 08, 2015, 02:40:36 PMI 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 freezerQuote from: FettaCheese on February 08, 2015, 04:42:22 AM
The biggest "problem" with this mod is that my colonist try to feed the prisoners while their out and about and just leave food everywhere...
Did you try unchecking 'gets food' in the prisoner menu? I think that will make wardens stop hauling food to them.
I could look into making it so that box is unchecked by default, would that be better?
#468
Mods / Mod request: Out side lights
February 07, 2015, 04:09:19 PM
just like the title, i want a light that will be out side and wont get fried when it rains. i am playing with the more events mods and the dark void locks me in the panic room i made for like 3 days they keep bashing out my doors and destroying the light that was attached to that power conduit. so please halp my poor colonist from being ripped apart by the void
#469
Outdated / Re: [MOD] (Alpha 8) A2B: conveyor belts & co. [v0.8.0]
February 07, 2015, 02:31:01 PM
What do you guys use the belts for? could i get a screen shot i am just confused at what you use em for?
#470
Stories / Re: Chapter 2: A Harsh Reality
February 07, 2015, 12:57:43 PM
Get chapter 3 out asap!!!! i almost cryed at the end
#471
Stories / Re: Chapter 1: Together We Survive
February 07, 2015, 12:40:40 PMQuote from: litenthadark on February 07, 2015, 02:28:24 AMQuote from: Mechanoid HiveMind on February 07, 2015, 02:14:59 AMQuote from: litenthadark on February 06, 2015, 11:19:04 PMBut but but i dont wanna wait 4 hoursQuote from: tuver on February 06, 2015, 10:46:55 PMOh mer gurd hurry upppppp
+1; please sir, can I have some more
In about 4 hours you can
Lol I just got home, going to finish up chapter 2 now :3
#472
Stories / Re: Your favourite colonists
February 07, 2015, 02:18:29 AMQuote from: UrbanBourbon on August 23, 2014, 05:49:17 AMNo way dude, she is in my lp right now
I will always remember Maskinnen. She was a pyromaniac and incapable of violence. And a total creep. Dark, scruffy hair, pale skin, dark grey clothes. In my head her IQ was off the charts which is the reason why no one could really understand her actions, including me. Yes, Maskinnen. Don't beat out the flames. I, too, see the wisdom in letting the kitchen burn. Yes.. yes.. I, too, find it is fascinating how a pseudometal surface can catch fire so easily. It must be the additives that are used in the manual speed-refining process of the ore, during the construction phase. Or perhaps the additives combine with the impurities of the local low-grade ore and together they form (delightfully unexpected) flammable compounds.
I never understood why she wouldn't even shoot with the T-9 Incendiary Launcher... But did I even try to give her one? I can't remember...
but she can shoot stuff. So in honor of you ill give here a t-9 launcher!
#473
Stories / Re: Chapter 1: Together We Survive
February 07, 2015, 02:14:59 AMQuote from: litenthadark on February 06, 2015, 11:19:04 PMBut but but i dont wanna wait 4 hoursQuote from: tuver on February 06, 2015, 10:46:55 PM
+1; please sir, can I have some more
In about 4 hours you can
#474
Stories / Re: My "Hyperfestung" (yes I�m german) and trying Challenge Scale 20
February 06, 2015, 05:04:58 PM
WOW thats awesome gg man gg!
#475
Stories / Re: Chapter 1: Together We Survive
February 06, 2015, 04:58:22 PM
+9 from me keep it up!!! (btw what mods you useing?)
#476
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 06, 2015, 02:17:53 PMQuote from: Wastelander on February 06, 2015, 01:58:09 AMNo it happens all the time and i have a beefy computer to make it lag like that somethings funky
Hm, that must be the placeworker, a piece of code that runs when you have it selected but before you place it, and figures out if the spot you're choosing is legal. I see it a bit now too, now that you mention it, but not nearly that drastic.
Does it only happen if you're mousing over a large open space?
#477
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 06, 2015, 01:42:22 AM
Um i just got insane lag when i started up and i checked and unchecked mods and found its yours. When i pull the prison marker thing out, like have it selected to put down, my game drops frames so fast its unreal. i run at about 150ish and when i pull that out it goes to like 20ish instantly. Its just with your mod i dont dare run any others with it
. So can you look in to it for me/us?
. So can you look in to it for me/us?
#478
Outdated / Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
February 06, 2015, 01:37:03 AMQuote from: Machine on February 06, 2015, 01:08:51 AMMachine i love you so much on of my favorite mods!!!!
A8 port here
Make sure to start a new world before you play it. Report any errors and I'll do my best to fix em.
#479
Releases / Re: [MOD] (Alpha 8) Turret Collection v1.9b (18-01-2015) Misc balances & refinements
February 04, 2015, 09:58:10 PMQuote from: dareddevil7 on February 04, 2015, 06:21:30 PMYou are, its a low tier artillery cannon used mostly in WW2, they have a few of them that are updated to modern tech levels only because of their insane accuracy
I would really love to use the howitzer like a mortar, because if I'm not mistaken, a howitzer is artillery.
#480
Outdated / Re: [MOD COLLECTION] Evul Development Corporation
February 03, 2015, 09:30:52 AM
Your traders wont show up whats the names. Maybe i saw em but missed em
