This rules so hard, skully, thanks! It also replaces the need to have a medicine-specific mod like Apothecarius, which is beneficial for me, as I'm trying to knock down the number of mods I'm using, consolidating as many functions into as small a number of mods as I can. Thanks!
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.
#151
Outdated / Re: [MOD] (Alpha 7) MaterialCrops - Grow stuff and things
October 07, 2014, 04:02:21 PM #152
Outdated / Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
October 07, 2014, 12:41:07 AM
Honestly, I would think it's one of the least likely culprits, since I said 'extra random events? I'll suffer without some fluff for now to playtest the stability and to see what triggers the white boxes' and have had it come up many, many times, all without your mod being loaded or present. It's also sometimes load order, with, for instance, Extended Surgery Mod seeming to need to go before Apothecarius.
#153
Mods / Re: Anyone can use or do what they please with my mods, im done here.
October 06, 2014, 11:45:51 PM
I love you guys in this community. You have all your priorities set straight: To selflessly make the best game possible for everyone. There're some rather serious examples from the Skyrim community alone that make me appreciate this sort of thing all the more. I can't overstate just how much you all have my thanks for your hard work and excellent ideas!
#154
Outdated / Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
October 06, 2014, 07:29:54 PM
AWESOME. Awesome to the max.
#155
Outdated / Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
October 06, 2014, 03:43:14 PM
I do, but I have a ton of mods and it's happening completely at random. I'm at the point where I'm ditching everything non-essential, and your mod is either not responsible or not solely responsible because it's happening to me without it installed.
#156
Outdated / Re: [MOD] (Alpha 7) Shipyard - More parts for your ship!
October 06, 2014, 03:08:54 PM
Thanks for the context! Only thing I can say to that is, "Jeez. I'm curious if it's accidental or intentional," at this point.
#157
Outdated / Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.2.2 - Updated Oct 4 2014)
October 06, 2014, 02:49:16 PM
I concur. The game is SIGNIFICANTLY improved upon with this mod around! Also, you misspelled a pair of words, just for future reference. I notice these things, so please don't misinterpret my intentions as anything but attempting to help another person out with their English.
Easier
Menu
Easier
Menu
#158
Outdated / Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition - 0.02 - 06/10/2014
October 06, 2014, 10:59:19 AMQuote from: SaymonCZ on October 06, 2014, 09:37:06 AMThat would be called downloading this mod and checking only its core and personal shield folders at the mods menu in-game. You're welcome.
I would like a stand alone version of the personal shield mod !
#159
Outdated / Re: [MOD] (Alpha 3) IronWeed
October 06, 2014, 09:41:00 AM
Excellent. I was thinking that's what you were aiming for, hence my idea. Can't wait to see what you do with this! I know I'm sure as heck glad you put the work in on fixing it up for modern release! Thanks!
#160
Outdated / Re: [MOD] (Alpha 3) IronWeed
October 06, 2014, 09:17:15 AM
A suggestion I would have on balancing it is to make it like your standard potato/strawberry, only worth, you know, 1 unit of the iron. That way a 6x6 patch of growing room will grant you your standard hunk of metal yielded from a wall. Though that would take a while, for the ironweed to mature and all, it WOULD work as an emergency. You just set aside this massive section in your base to grow the crap in, then, when there's an emergency, you hack it all down and utilize the iron you basically just had sitting in a stockpile that was set off-limits.
#161
Outdated / Re: [MOD] (Alpha 7) Shipyard - More parts for your ship!
October 06, 2014, 06:47:57 AM
While not an issue of functionality, you may mean 'cryosleep', as opposed to CRYPTOsleep in the original post. I remember the original VHS for Aliens had a similar bizarre instance of mis-heard sci-fi terminology sneak onto the Closed Captions; when referring to terraformers terraforming, Weyland-Yutani Corporation rep Van Lewin's dialogue was transcripted as 'terra farming', haha.
#162
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 06, 2014, 06:32:23 AMQuote from: Evul on October 06, 2014, 04:04:03 AMThanks for the update, and the mod that works for all the versions before alpha 7 and all! I know I'm not the only person who is loving each time I see a mod updated for alpha 7 so I can try it out with my game and see if it'll be awesome to play with and all, haha.
SoonTM
Just kidding. Hopefully end of this week.
#163
Outdated / Re: [MOD](Alpha 6)TechTreeMinami v2.9 [Power/Food/AnimHusbandry/New Textures + MAI]
October 06, 2014, 04:59:43 AMQuote from: minami26 on October 05, 2014, 09:21:43 PMNo, thank YOU! Fantastic mod to play with, it's appreciated the amount of work you put into keeping it updated, on top of what was initially required to produce it!
Thanks guys!
#164
Outdated / Re: [MOD] (Alpha 7) Enhanced Defence: Pheonix Edition - 0.01 - 06/10/2014
October 06, 2014, 04:57:53 AM
A: Love the mod, fills a gap where I was seeing one before (personal and regional defense shields and high-end turrets/turrets being ammo-free). Thanks for making this! B: Tiny, tiny thing to note, but Phoenix is spelled properly everywhere except in the title, haha. Figured I'd inform you of that.