I've got an idea for a later version of the mod. Completing machining should instead open up a gun crafting research option, after which unlocks the ability to craft gun blueprints at a workstation, which would be needed to actually be able to craft guns. So the recipe for the survival rifle would be the standard steel and components, with the addition of the blueprint item (which it would return) when the bill is completed. Additional recipes could also be created so that copies could be made of these blueprints to allow multiple crafters to work on multiple weapons at the same time.
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#31
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 03, 2016, 10:53:02 PM #32
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 02, 2016, 05:22:30 PM
Ah, thanks! I'll wait for the next release to come out then.
#33
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 02, 2016, 05:12:53 PM
Possible bug with CR.
This happens whenever I try to make armor vests. The pawn gathers materials and constructs it as it should be, then the armor vest disappears completely and this error pops up instead.
I tried debug spawning armor vests, and they spawn without any errors showing that they are still in the game as items, it's just that something happens between the despawning of the 'incomplete armor vest' item and the actual armor vest.
This happens whenever I try to make armor vests. The pawn gathers materials and constructs it as it should be, then the armor vest disappears completely and this error pops up instead.
I tried debug spawning armor vests, and they spawn without any errors showing that they are still in the game as items, it's just that something happens between the despawning of the 'incomplete armor vest' item and the actual armor vest.
#34
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 01, 2016, 10:52:30 AMQuote from: Goldenpotatoes on May 01, 2016, 10:49:30 AMQuote from: admiralKew on May 01, 2016, 10:45:54 AM
Would it be a lot of extra work to move the ammo recipes to another workbench? I'd like to make a request for this because I've got a lot of mods that add new crafting recipes to the machining table and a 1280x720 screen. Some of the recipes simply get 'pushed out' of the menu.Quote from: NoImageAvailable on April 30, 2016, 05:28:45 AM
The ammo crafting is very much a placeholder right now. Once I get the necessary art assets ammo crafting will be moved out to its own set of fueled/powered crafting benches and certain advanced ammo types will be locked behind facilities.
Ah, thanks. Many apologies for that. Also I posted a little bug report in the edit of my original post. Is a system to pick up smaller amounts of ammunition than the basic 500 stack in the works?
#35
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 01, 2016, 10:45:54 AM
Would it be a lot of extra work to move the ammo recipes to another workbench? I'd like to make a request for this because I've got a lot of mods that add new crafting recipes to the machining table and a 1280x720 screen. Some of the recipes simply get 'pushed out' of the menu.
Edit: I also have a little bug where colonists forget to drop other things in their inventories, like rice or potatoes, and therefore get stuck endlessly trying to pick up a meal, then fail and put it behind them, then try to pick it up again and fail.
Edit: I also have a little bug where colonists forget to drop other things in their inventories, like rice or potatoes, and therefore get stuck endlessly trying to pick up a meal, then fail and put it behind them, then try to pick it up again and fail.
#36
Outdated / Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
April 27, 2016, 03:25:08 PMQuote from: skullywag on April 27, 2016, 04:56:30 AM
every building in the mod, food baskets, pallet, skip etc they all take up 2 cells, 1 input cell auto move the stack to the other cell which allows it to break the stacksize limit in that other cell.
Hi, just logged in after a long time being absent to comment on this. I think this happens when there are two items of different kinds on both cells. A quick fix would be to designate on pallet for just one type of item.
#37
Outdated / Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
October 20, 2014, 08:51:31 AM
I'd tried it with just those three mods too, but it said the same thing.
Anyway, it turned out that the latest version of this mod doesn't play nice with a previous version of EDB so that happened.
Thanks, though!
Anyway, it turned out that the latest version of this mod doesn't play nice with a previous version of EDB so that happened.
Thanks, though!
#38
Outdated / Re: [MOD] (Alpha 7) More Bionic Parts! v1.3.1 BRAIN SYSTEM!/Hotfix
October 20, 2014, 05:03:18 AMHello, this happens every time I try to open the operations bills menu. I have EdB interface mod, the Recipe Nurse, and MBP installed and activated
#39
Outdated / Re: [MOD] (Alpha 7) A2B: conveyor belts & co. [v0.7.0]
October 10, 2014, 11:04:44 PM
Hi, is there any way I could create a T-intersection of sorts, or merge two belts into one?