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Messages - 123nick

#346
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.9
March 27, 2015, 11:37:23 AM
can you update the compatibility patch? mainly the one with compatibility for EPOE and cyberstorm? thanks.
#347
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
March 07, 2015, 01:19:58 PM
Quote from: lude on February 26, 2015, 08:51:48 PM
Heyho here is a compability patch to make it work with Cyberstorm, Zombiecalypse, Slavers as well as Expanded Prosthetics and Organ Engineering.

for sake of telling stuff from each other i renamed all Cybernetic/Bionic implants to have a GT in the middle



My advice would be creating a new bodyparts.xml like GT_BodyParts that would greatly increase compability, as well as for the hediff_addedpars etc, just your mod initials makes it random enough for none else to accidentally pick the same (which could happen with advancedresearch)

also i dunno exactly how it works, but in your bodyparts there aren't any eyes etc defined, but i don't have much knowledge about modding anyway

also a really great mod I usually, just with a little tweaked down equipment since I use so many other mods and sometimes had people rushing around with 300-600 movement speed.

also it seems that prosthethics creator already created a glitter/cyber/prosthetics patch to be found on either the cyber or  prosthetic topic, it's included here since the work was already done when i tracked it down among the xmls

i guess both rars work fine in any scenario and the one that merges more is more useful
although im pretty sure this helps the mods be a little bit more compatible with eachother, im still not sure its entirely fixed. for example, im using EDB prepare carefully with infinite points turned on, and im starting a colony with 10 super OP colonist each with alot of bionics/prosthetics, yet when i end up recruiting a prisoner, i cant give them a basic exoskeleton from one of the mods (not sure which one) i have glitterworld medicine, which i think is from glittertech, and a medical bed, but it just will not happen. also, the tanks dont move and they dont spawn with guns. maybe its load order?
#348
can you make a version without the need for RMLauncher ? when i used it, it completely erased my mod load order data, and now i have to re-order my mods using EDB mod load order all over again. cant you just use some .bat file or a inbuilt installer for configuring instead?
#349
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 25, 2015, 03:56:42 PM
can you add in a compatability patch for usage with cyber storm? i want to use both mods but im pretty sure mods that add surgery recipes/bionics conflict with eachother. also i noticed that when using both mods i cant install any cyberstorm body parts but i can install glitter tech body parts
#350
Can you make a version of the mod, sorta like an "easy mode" where the turrets dont need ai persona cores or shells or ammo in the construction. basicly the same thing except the removal of the need of ai persona cores or ammo-like resources in the construction of the turrets, because i think that the need for ammo in turrets and AI cores for automatic turrets seem a little bit too different from the standard improvised turret and most modded turrets. also, in this version can you change the laser turret to not have the 400 beauty bonus? if the gold is only for radiators, then surely they arent used to beautify the environment? thanks in advance, and i know im asking a lot and its ok if you dont get around to doing it.
#351
i have noticed a pretty major bug with this mod: when i have this mod installed, my colonist cant craft meals in the cooking stove, nor use the nutrient paste dispenser. when i tried testing my modded rimworld without the coffee mod, my colonist could cook fine, along with using the dispenser.
#352
Support / Re: Colonists won't cook even simple meals.
January 19, 2015, 09:59:34 PM
i also have the same problem ,except it also happens with the neutrient dispenser. i also use mostly the same mods. the only cooked/prepared food item i can make is coffee from the coffee mod. i think it may have to do with the coffee mod, or maybe some other food item mod. if not the coffee mod, then maybe beerlicious, but im not 100% sure, so im going to try it and see if it will work if i have the coffee mod disabled.

edit: its either the coffee mod or berlicious, im testing to see which one it is now.
#353
Can someone please help? i have a problem where only 1 of my 2 colonist show up on my colony overview screen, and the only option i can change is firefighting. i already posted this problem before on this thread but i deleted it because i thought it was fixed but then it turns out its still unfixed. can someone please help? thanks in advance.
#354
Support / Re: Touch-Screen
December 25, 2014, 03:58:01 PM
im not sure but i think there was a touchscreen toggle in the options menu, but im not sure.
#355
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
December 24, 2014, 09:19:33 PM
the mod link does not work, it just leads me to a dropbox 404
#356
is it possible for there to be a compatibility patch between extended surgery and cybernetic storm?
#357
is it possible to have this mod with everything except the drones? although they are nice, i prefer the MAI drones mod a litttle bit more.
#358
Outdated / Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
December 14, 2014, 09:25:20 PM
Quote from: julsruls on December 14, 2014, 08:42:45 PM
i wish someone would find a seed with temperatures that are always under -100(or make a mod)
that sounds so cold the colonists will be colonisicles before the drop pods even open.
#359
Mods / Re: Everybody's Mod - Alpha 7 Edition
October 31, 2014, 10:09:18 PM
wait, so when the mod actualy get "released"? is it available only to the people who are in queue?
#360
can you make uranium no longer required for anything now? i have no idea how to get uranium in alpha 7, and i think it may be bugged.