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#121
Releases / Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
October 12, 2014, 09:58:44 AM #122
Outdated / Re: [MOD] (Alpha7) More Hair & Optional Animu Hair
October 12, 2014, 07:55:51 AM
I like you.
#123
Releases / Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
October 11, 2014, 05:52:35 PMQuote from: Haplo on October 11, 2014, 05:01:15 AMOh, you do! I don't disagree there. There are too many Americans and other English-primary speakers who do far worse than I'm seeing.
If you want to correct my descriptions, don't let me stop you
As english is only my second language, I may not be perfect, but I do my best
#124
Outdated / Re: [MOD] (Alpha 7) More Furniture v0.0.2 (previously Sofas)
October 11, 2014, 05:59:09 AM
Speaking of 'more' things, another _MACOSX folder snuck into the zip file. Haha. Not that it matters at all, it's outside of mod's folder this time. Thanks for providing the functionality of Modular Tables in the mod, by the way! I no longer need that mod and can replace it fully with this one, which makes yours make me happy a ton!
#125
Releases / Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
October 10, 2014, 08:08:15 PM
Also, and no offense intended, but someone really loves superfluous commas in the mod descriptions. There's an awful lot of stuff I'd love to change, if proofreading of the text in your mods here would be a task allowed for me to involve myself in! I have nothing else to do, it'd almost be a service to me to have some pathetic job to do with myself.
#126
Releases / Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
October 10, 2014, 06:30:57 PMQuote from: skullywag on October 10, 2014, 05:19:24 PMThank you, Skully! You never don't rock. I know I love the hell out of your mods!
Ill post it here for now, if it takes on a life of its own, someone or myself can move it out into its own thread.
#127
Releases / Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.2 / 08.10.2014)
October 10, 2014, 04:54:56 PMQuote from: skullywag on October 10, 2014, 03:17:37 PMI want that. Quite a lot, in fact.
Haplo, just asking but I have a version of your turret mod that I've seperated out from the rest of the misc mod. I've made some tweaks as well:
Removed standard automated turret
Made manned turret use stuff - made a texture or it also
Made stuff based automated turret need an ai core to build
I've been using it for a while personally. It adds a bit of extra challenge and pushes automated turrets into mid/late game somewhat. I also remove the vanilla turret in my local game to compliment that.
So can I release it here? don't know if therell be interest....
#128
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
October 10, 2014, 01:56:06 PM
Sounds like time to wardec the star itself for denying you reliable and steady service.
#129
Outdated / Re: [MOD] (Alpha 7) Small Walls 1.4
October 09, 2014, 08:23:43 PM
Well, this is certainly a mod with possibilities and implications for gameplay! I can't wait to give this a try.
#130
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - No Ohm please! UPDATE (10.10.14)
October 09, 2014, 06:11:59 PM
What an AMAZING idea to implement, holy crap. Thanks, Julia!
#131
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
October 09, 2014, 06:08:19 PM
Same, I appreciate balance a ton. I don't know how perfect it is, but this Weapon Balancer might be the exact perfect thing to use for a rough idea. https://ludeon.com/forums/index.php?topic=5364.0
#132
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
October 09, 2014, 02:22:54 PM
I love this mod, and I love that you took that idea for dual-wielded equipment and creatively implemented it like this! One day we'll have two hands to work with, maybe, but this is the best way to do it at the moment, outside of going into doing like with the Tribal Shield and sticking it on otherwise-underutilized clothing slots.
#133
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.5B (Updated with dual wield!)
October 09, 2014, 01:57:33 PM
Bow to the might of Rome, tribals!
#134
Outdated / Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.3 - Updated Oct 8 2014)
October 09, 2014, 01:56:15 PM
I have personally found this game to be ridiculously sensitive once you start throwing a ton of mods in. Since I won't compromise, I have a perfectly-sorted load order that I completely rebuild by hand each time a mod is added, which includes unloading all mods and loading them all up again. If ever I visit the mod screen and simply close it, I find the game starts spitting out errors on the main screen that it wasn't before, and other things. So my advise to you is to never ever simply add a mod, especially one as complex as Apothecarius, and to never change mods while playing a game, but to start a new world and new colony each time you change them. This way, I have found, I don't have issues with missing textures or with errors anywhere, and I have a pretty bloated list, using EdB's mods, Apothecarius, Extended Surgeries, ED, T-Mod minus enhanced cloth industry, Apparello, More Hair, Misc + MAI, Workplaces, Thingamajigs, and most of Skully's More * mods.
#135
Outdated / Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.04 - 09/10/2014
October 09, 2014, 09:54:30 AMQuote from: Rikiki on October 09, 2014, 08:50:09 AMTHANK YOU! I love that there're smart people around who can help me out when I have something like that, haha.
Use the code section to write with normalized font (= is a wall, - is a wire):