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Messages - Der Failer

#241
I've run in to a bug with the personal shield. After upgrading my colonists and saving/loading the game the debug log popup (see debug.png). A quick look in the overview/factions tab showed me the overview.png. I've gone ahead and also attached the output log (here since it is pretty big).

After a bit for trying i could isolate the problem to the personal shield mod, other mods doesn't seem to be involved (as far as i can tell).
I deactivated all mod but ED-Core and ED-PersonalShields (and Core game of course). Just saving and loading the game showed no problem, but after upgrading the colonists with a shield and again saving/loading the debug log is popping up once again (see new colony after loading.png). Output log of this trial is also attached.

Also while trying around I noticed that if a colonist who received a shield is shown in the graphical history as dead, but in the statistic he won't be shown a dead.

[attachment deleted due to age]
#242
Well is turns out your traders don't have any silver, so trading is kind of hard (this time I'm sure it's a bug ;)).
Also I wonder why all head gear I looked at, only covers ears but not eyes, nose, etc.
It seems odd to me since the textures of some of them suggests that the entire head is covered.
#243
I thing I found a bug. I've notice that the texture of the synthetic fabricator has a size for 3x2 but the actual size ingame is just 3x1.
This perhaps is intended, if so it is an interesting idea I have to say.
Anyway nice mod  :D
#244
I found a meaner recipe bug. To upgrade a simple prosthetic arm to a bionic arm, 11 arms are required.
#245
So how does the wood gas generator and the gas engine work? Form the see in the files I need to place a hopper to feed them, but if I do so the hopper only gives me the normal food options for storage.
I'm probably overseeing something obvious but right now I'm lost -.-'
#246
I just had an interesting idea I thing. If you can manage to get noses in to your mod, you could make it so that the of a colonist doesn't have a nose he won't get a good thought by eating fine/ lavish meals, since the nose is somewhat important for taste.
#247
Is there a way to add this mod to a save game in which extended surgery is used?

I've just tried it and and now all bionic part 'installed' are messed up. For example the right hand thumb has a bionic leg and the leg itself is just removed or in the brain modification is a bionic eye and the left shoulder is a bionic arm ... and so on and so forth.

If you have any idea how to fix it please let me know, I wont like to use your mod.
#248
I really like you mod, but  I've encountered the problem that my colonist are still creating although they are starving to death. I think (didn't test it yet) this is because you're using MedicalOperationSpeed for the workSpeedStat in some recipes. I guess it makes sense to prioritize operations over food and sleep, at least to some degree.
Anyway you maybe wanna do something about this.
#249
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 05, 2014, 11:34:44 AM
Are the plans to add a way to get medicine?
Like grow some sort of medicinal plants and combine it with other stuff. But make it grow slowly like devilstand (maybe not as slow since they take forever more).

If thats a thing i would love this mod even more.
Also since I've read here about having guns as hands I can't get this out of my head.  ;D