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Messages - Xentor

#1
Releases / Re: [1.0] Alpha Biomes - 1.0 (21/08/19)
October 02, 2019, 07:16:33 AM
Any ideas how to fix the microlag in the Myconit or Occulus Forrest Biom?
#2
Would it not usefull to perhaps update the Mod initiationpage with the new downloadlink and all?
#3
Mods / Re: [Mod Update Request] RT Quantum Storage
December 16, 2018, 04:00:48 AM
Well, first you need the OK of the original Modcreator, or could get trouble.
And 2. Did anyone try if the mod still works and has only the wrong Combatibility number?
#4
Hmmm the drafting them worked. I thought it was a menuoption. :-) Thanks for the info.
#5
Very cool idea. Sadly it works not real for me. the mineshaft is made, it drills to 100%. the Cavemap is created (I checked it by visiting it over the worldmp).
But I can not send anyone down there. not go the colonists to the tower, nor get I a rightclickoption to send them there, or how is this done?
I can chose send up or down. But that is all.
I guess to send them down I should get a rightclick contextmenu (like "eat this"), to send the colonists to the elevator, or? Naja I get this not sadly.
The othe rhand, if you need Pixelartworks. I am happy to help. I can only not code them. But I can paint them if you tell me what you want / need. (Scale and so)
#6
When will we get the A 17 combatibility?
#8
I fear slowly you make it a bit to big.
It looks a bit like same time you progress the mod, you move the wanted content for 1.2 more away with the same speed.
You should more do it in "steps" and not all at all in one jump.
#9
PS: Walls yet yet now not even a secured way. because NPc`s and Animals tend to destroy them, because they think they belong to your bas.e So you have very fast (on harder difficulties) broken Tiberiumseals.... when you watch not with attention.
#10
Ah make it not to hard. I think it is a bit unfair if it can destroy walls. (when there is no other shielding method).
The Green Tiberium grows bye the way a little bit fast. (Faster than a door opens and closes)
#11
You can stop tiberium by use of Climadevices. (It grows not in Sub 0 Temperature)
#12
Hello, very good nice work with the Mod and artwork and all.
but I have a question:
Is it intended that you can not improve / worsen the relations to the factions? (the Parameter is nailed and reacts not to "Diplomacy". (Not even in Dev Mode)
#13
I have a problem:
My colonists do endlessly carry the transported items back from the Storezone to the loader.
And when I change the preference (of storing) they use the loader notmore.
Between loader and Store is nearly 1/4 Map distance.
#14
Like I said yet in the Armorys Mod...
The only problem I see is the default setting of the weapon rags (these shelfs where they put weapons in)
They are set by default, that all weapons are unmarked (In the storemenu)
What means you must set for eatch shelf all weapons manual.... what means at the Armory Mod real real mutch "clickery" (for eatch shelf)
#15
Outdated / Re: [MOD] (Alpha 7) Project Armory (v.2.15)
October 15, 2014, 10:52:41 PM
The Mod is nice, but it has one giant problem. (Not the mod special, more a general problem)
The Weaponsrack, is in default all weapons unmarked.
What means, when you build one, you must click eatch weapon (in the storing menu of eatch rack) that the colonists use them.