Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - 123nick

#61
Outdated / Re: [A15] Assorted Leather Scraps (v1.1)
November 17, 2016, 04:11:43 PM
whats wrong with making leather scraps out of leather scraps? allows you to recombine 20 leather scraps plus 5 random animal leather together to get another 25 leather scraps, no? sure, it should be disabled by default in the bill, but still available there as an option if needed.

also, another small suggestion, but leather scraps should have a poor beauty- i mean, i imagine that a armchair made out of the random skins of random animals like a really wierd multi color chair wouldn't be too pretty.
#62
Releases / Re: [A15] Pick a Color! (Update Nov. 11th)
November 12, 2016, 12:32:15 AM
does stained bricks have the same stats , for all of them, or different? like, pink marble bricks, or brown granite bricks, etc, with the stats the same of the base material, marble and granite respectively, just different appearance.
#63
Outdated / Re: [A14] Community Core Library v0.14.3.1
November 07, 2016, 02:28:19 PM
do you think its possible for CCL to be released before A16 comes out? i heard its not coming out this month. and would updating to A16 possibly be easier, although it could be very hard or impossible to know?
#64
i like this mod! quick suggestion, have u thought of a directional blast? like a claymore? it only damages and affects thing within a certain 90 degree angle, things behind it or maybe left and right of the directions of the blast wont take damage where as things in front of the blast will.
#65
seems VERY good! one thing that would be neat, if you have a splinter event, if the hostile forces win and kill or incapacitate all the colonists, then they all become colonists again, the hostile splinter force, because they are basically the new colony after they have revolted and murdered all else.
#66
Outdated / Re: [A14] Community Core Library v0.14.3.1
November 06, 2016, 09:27:25 PM
Quote from: 1000101 on November 06, 2016, 12:01:51 AM
We're working on it and getting there.  I've been updating the examples that comes with the modders release (which also serve as unit tests for the library) and fixing bugs they highlight in the process.  Currently I am working on filling in a hole that the new drug system has created with the automated factories being used for synthesizers.

Quote from: skyarkhangel on November 05, 2016, 04:38:43 AMCR waits CCL a15 user release, then iam update CR too. Its nearly ready.
P.S. E please, update as soon as possible  :)

You know I did a pre-release to modders more than a week ago, right?  Well, you would if you ever showed up in Slack/Discord and checked the pinned items.  You could have started updating CR already.  :P

The API refactoring is done, it's just bug fixing now.  That being said, every time I think I am close to being done fixing bugs I update an example and find more.  Thankfully while the number of bugs is not known the number of examples are.

discord is only for modders?
#67
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 12, 2016, 03:18:28 AM
Quote from: Dingo on October 12, 2016, 02:36:38 AM
Base-game bug that shows up rarely (or, more precisely, probably triggered by a very specific thing) and makes all recipes cost the same materials somehow. I've never had it happen so I dunno any more than that.

honestly, id be ok with a release with that. just make a disclaimer notifying that bug. i mean, sure its not perfect but its good enough, and the people very much want it.
#68
Outdated / Re: [A14] Community Core Library v0.14.3.1
October 12, 2016, 01:37:28 AM
IIRC, you said there was 1 big bug that had to be fixed before it can be released, right? what was that bug?
#69
Outdated / Re: [A15] Time-of-Day Switches
October 08, 2016, 09:07:43 PM
could you make this switch a seperate object? many mods already modify the default switch. it may cause even more incompatabilities.
#70
the raptor shrimp- is it based off of a certain creature from metro last light, the videogame? it looks specifically like something i saw in that game, not 100% sure what its called though.
#71
mr virtue , a guy who also did something similar, had a thing where doing !spawn in chat would immediatly caus a drop pod to land with that twitch users name . and sometimes, they would get a chance to vote on events happening one !good, and one !bad, voting with said commands. !good wouldn't be good, but not as bad as !bad most of the time, or just nothing happens, where as !bad would be like, manhunters, crashed space ship, raid, infestation. jefmajor, a twitch person, did a stream using that mod and it was pretty neat.
#72
Quote from: Dingo on September 08, 2016, 12:47:02 AM
@123nick, I actually answered that question on the Workshop too! So here's my answer there:

QuoteThe "Glitter Tech (No Surgery)" patch enabled Improved Surgery for exactly 1 artificial part which is the exoskeleton, so yeah I don't see why it wouldn't work. There is an internal logic to it if you ever take a look inside the mod folders (I don't do anything to the code, only the specific surgeries).

If you want to use that mod combo I recommend you have the following load order:
*Glitter Tech (No Surgery)
*EPOE
*RMS
*Improved Surgery
*Glitter Tech NS + Improved Surgery Patch
*EPOE + RMS + Improved Surgery Patch

Having said that, if Glitter Tech and EPOE conflict in other ways this won't fix it for you.

@okiri I'm pretty sure Improved Surgery isn't responsible for your troubles, it's likely a conflict between DESurgeries and EPOE.

thanks! IIRC, glittertech and EPOE never conflicted before, so i dont see why it would now.

edit: another thing i just realized, A Dog Said, does it conflict/work with that mod too ? i assume it may need yet another patch.
#73
if i were using EPOE, RMS, AND glittertech (no surgery), would i use the 2 patches? the epoe + RMS patch, AND the glittertech (no surgery) patch?
#74
Quote from: Mese on August 30, 2016, 04:18:21 AM
Will the nuclear power plant be made available for V15 ?

probably, when the entire mod gets updated to V15 then it will to, i bet, but, if you only care about the reactor, then you might want to try the rimushima mod: https://ludeon.com/forums/index.php?topic=25124.0
#75
Quote from: BlueWinds on August 29, 2016, 06:31:46 PM
Quote from: Ykara on August 29, 2016, 06:12:17 PM
Quote from: BlueWinds on August 29, 2016, 05:54:03 PM
Quote from: Ykara on August 29, 2016, 06:56:57 AM
* Added a graft rejection system!
* Added an accustoming system!

Any chance you could split these out into a separate mod? They sound like fantastic systems and I'd love to try them*.

* but don't really want 8 (or even 5) new workbenches, a new material and dozens of new items.
First of all: There are "only" 5 new workbenches ^^
And yes, I could probably do that, it shouldn't be too much work if you only want the vanilla parts. I'm gonna see what I can do, and I'm glad you like the idea! I know it's not something everyone will instantly love, but I'm always open for suggestions!

Ah, I was basing it off the comment by Pax_Empyrean earlier on this page: "I suggest consolidating the eight down to five as follows". I haven't actually installed EPOE since my initial trial back in... a12, I think it was... so I'm not exactly up to date.

For EPOE "core", my suggestion is the same as 1000101 - remove vancidium. If you want things to be expensive, just use gold + plasteel in the recipe. If you want it to be slow, just make it take a lot of work. No need to add a new material for that.

(I'd have to actually play with it for a bit to make constructive suggestions on reducing workbench count, so instead I'll make an unproductive one. :P The Component Assembly Bench could probably take a ton of new recipes without much trouble)

but i like vancidium. its neat. maybe u can have it be made in the smithy? or machining table? then, it would be more of a dependence on other things before organs, so you cant have synthetic organs yet be unable to make a steel sword :P