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Messages - 123nick

Outdated / Re: [A16]Additional Traits (2.1) (1.24.2017)
February 02, 2017, 01:19:16 AM
were traits like achilies, etc removed? if so, will they be in another mod or addon?
Outdated / Re: [A16] We Care Less About Prisoners
January 28, 2017, 07:56:17 PM
Quote from: LaviWasTaken on January 21, 2017, 07:03:50 PM

Hi, hello there, I'm Lavi.
Are you annoyed because your collonists have mental breakdowns because your prisoner died? I can understand thier feelings...
NOPE!!! I am joking. I don't freaking understand why they care about someone that wanted thier deaths.

So, about the mod. It is simple edit of collonist moods about prisoners (and guests I guess) and also few other things like bodies lying around, butchering humanlike and people dying in combat.

Permissions: You can do whatever you want with this.

What this little mod change:
someone was euthanized = 0
someone organ-harvested (died in process) = 0
justified execution of colonist = -1
colonist euthanized = -2
colonist executed = -3
colonist organ-harvested (died in process) = -4
innocent prisoner died = 0
colonist died = -2
a prisoner was sold = -1
someone's organ harvested (guest or prisoner) = 0
colonist's organ harvested = -3
I butchered humanlike (for colonist who did it) = -2
We butchered humanlike (for rest colonists) = -1
observed corpse = 0
observed rotting corpse = 0
witnessed outsider's death = 0
prisoner abandoned to die = 0


will you add the original values too in the description?
i think there needs to be a faction leader for the faction, as when i click on the faction using fluffys relations tab mod, i get errors spammed : , and it isnt the fault of fluffys relation tab, it just expects all mod factions to have a leader- which most do, except yours, i think ?
Outdated / Re: [A16]Additional Traits (2.0) (1.19.2017)
January 22, 2017, 12:43:41 AM
is it possible to have a version without heavy sleeper? and maybe some other ones, as pyschology already adds in a heavy sleeper trait? maybe just change its name into something else fitting like "deep sleeper" or something, probably sounds dumb but its only too differentiate which perk is from which mod, and maybe compatability reasons.
Quote from: rooki1 on January 19, 2017, 01:54:45 AM
v0.87 updated.

- Updated the Chinese translation by duduluu.

- Revolver added.
- Carbine added.
- Battle rifle added.
- Compound bow added.
- Charge caster added.

Compound bow: A modern compound bow. Fires a high velocity arrow fast.

Revolver: Ancient pattern repeating handgun. It's large caliber ammunition guarantees a great deal of stopping power.

Carbine: Shortened versions of conventional assault rifles. The smaller size and lighter weight of carbines make them easier to handle, ideal for close quarter combat.

Battle rifle: Big cousin of assault rifles, the battle rifles higher-caliber rounds provide greater power and range, though they have have greater weight and produce stronger recoil, making them less than ideal for fully automatic fire.

Charge caster: Usually referred as "GEN 2" or "Charge battle rifle", the charge caster is a heavier variant of the charge rifle. It earned lengthened range and higher punch in exchange for slow fire rate and increased weight.

thanks, but maybe make the extra default, and core stuff, like charge weapons and the exo frame and etc, into its own mod, so other mods that already add in charge weapons and such, dont have duplicate like items.
Releases / Re: [A16][MODLIST] Glitter Tech
January 20, 2017, 03:07:57 PM
i have a neat suggestion, maybe make a workbench capable of turning beta poly and alpha poly and maybe even stuff like steel, titanium, etc, into textile versions, so one can make ULTRA strong beta poly parkas
Releases / Re: [A16] sd Mods - mostly stuff
January 12, 2017, 09:33:14 PM
can you make medicaddons compatible with telkirs mod so colored beds can also be hooked up too the medical things?
is it possible to change the extended storage? so that , the second stack- the one where, after your colonist places down the item on one half of the storage ,it gets moved too the other half into a very large pile ? is it possible to change that very large pile, so its maximum is 1000 things? so where u would only usually be able to store 75 wood, you can store 1075, including the other half the storage takes up, considering the 2 cells.
Quote from: AtomicRavioli on January 12, 2017, 09:10:33 PM
Quote from: 123nick on January 10, 2017, 10:14:35 PM
will this be updated to A16?
Quote from: drakemasta on January 11, 2017, 10:31:43 AM
i would like a a16 version of this mod

It's coming, I am ironing out some odd bugs before it will be released.

Outdated / Re: [A16] Psychology (2017-1-10 v2)
January 11, 2017, 11:26:23 PM
a bug! a thief came, got found out by a pig, then incapacitated by one of my colonist when the colonist shot the thief. now i get index spammed too the log:
Quote from: Haplo on January 11, 2017, 06:30:24 PM
When you've updated to the newest WorkTab version, then yes it should work.
Fluffy released an update yesterday fixing that problem. At least that is what I've heard.

Quote from: Haplo on January 11, 2017, 12:57:40 PM
I've updated Robots again to 0.16.4c.
Here the human man should be fixed and the mod should no longer cause any load problems (hopefully)

does it work with worktab now?
will this be updated to A16?
Outdated / Re: [A16] Thundercraft's Mods
January 10, 2017, 10:12:02 PM
about RTFTJ, i think i twould be better instead of using chemfuel , instead use components, or just 1 ocmponent, in the construction of advance tools. would make more sense IMO, since a component is sorta like a catch-all term for describing any small electronic or non-electronic bit, like a small battery, diode, transistor, etc. its the reason why the same stuff used in tube teleivisons is used in geothermals, and i think it would make sense if 1 or 2 were used in constructing a single advanced tool instead of chemfuel.
tbh, if you just made the stays longer, giving chance too further increase entertainment or something, then that might be all the balancing needed.