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Messages - MrWashingToad

#31
Wiped saves, worlds and started fresh. Using 1.12s, and then the Prison Improvements pack as last mod. Seems to working better now. Loaded from save no issues. This is the world generation error log when I first landed. Haven't seen any other errors yet (except the crazy textures missing thing - easily fixed by reloading).

[attachment deleted due to age]
#32
Was getting a weird issue with the MAI table earlier. Was using the Epyk pack 1.11r + icesheet 1.02 + prison improvement mod, so not sure if that caused it, however I couldn't force a pawn to bring materials to the tables if I had materials in a stockpile. If they were carrying from ground (non stockpile area), then they'd run over and load it into the table If I deleted a zone, then they'd haul to table as well. Possibly this was just a priority issue - I think I was running critical preference on the zones. Also, I couldn't make multiple MAI's if I had an unactivated one. I was hoping I could make multiple MAI's and then haul them to a charging station, and wait until I got the AI cores to activate them, but it seemed to just take my materials and spawn the same MAI on the ground. I'm thinking (and I'm no coder) that it doesn't check to see if there is an unactivated MAI and just takes materials and respawns the same one. If so, and won't be changed to be able to spawn new ones until 1 is activated, can there be  a note in the MAI table description saying "1 unactivated MAI at a time" or something?
#33
Wouldn't fit both the screenshot and this, but here is the world, and save file, and the modsconfig file. Running your pack v1.11r + ice sheet 1.02 and prison enhancements mods - in that order.


[attachment deleted due to age]
#34
Quote from: Epyk on February 09, 2015, 09:29:09 AM
Quote from: Tasher on February 09, 2015, 09:06:51 AM
Epyk,  Was running your mod pack w/ ice sheet loaded (2nd to last to load) and Wastelander's "Prison Improvements" pack - have had very little issues. Startup seems fine - however Cybernetic Storm mod always throws an error over trying to spawn an ear or jaw somewhere on the map for some reason on startup (did this with only that mod - and reported to elStranges). When I loaded from save with all the packs in it kept looping something on error, which file do I need to get a hold of to post the error log. I closed the error log thing and game ran OK, but it was looping a weird error pretty quickly.

I'm interested in this looping error, can you post an image?

The screenshot doesn't do it justice - the numbers on the left side go by so fast they look like blurs.

[attachment deleted due to age]
#35
Epyk,  Was running your mod pack w/ ice sheet loaded (2nd to last to load) and Wastelander's "Prison Improvements" pack - have had very little issues. Startup seems fine - however Cybernetic Storm mod always throws an error over trying to spawn an ear or jaw somewhere on the map for some reason on startup (did this with only that mod - and reported to elStranges). When I loaded from save with all the packs in it kept looping something on error, which file do I need to get a hold of to post the error log. I closed the error log thing and game ran OK, but it was looping a weird error pretty quickly.
#36
elStrages - when I load the mod, it throws an error - typically it's trying to spawn in an ear, or a jaw, sometimes another body part on first load of the game. Doesn't seem to crash, just tries to spawn and throws an error. Lemme know if you need a screenshot of it or a certain file for troubleshooting. If I clear the error, everything still seems happy and game moves on, but first landing on the planet always causes an error to popup.
#37
Outdated / Re: [MOD](Alpha 8) Prison Improvements
February 09, 2015, 08:59:40 AM
Have been using this with Epyk's pack - very little issues at all. Excellent work.
#38
Oh please, please, please add this one: https://ludeon.com/forums/index.php?topic=10069.0  Prison Improvements
#39
Epyk - how about the Ice Sheet and Water World biome mod - https://ludeon.com/forums/index.php?topic=7882.0
#40
World seed: u5zi  top left map in temperature readout - one of the middle squares in that icesheet is a -142F Jan temp, -25F July temp, -83F avg temp spot.
#41
Epyk - any chance you could work w/ SC_Reaper and integrate the New Weather pack (https://ludeon.com/forums/index.php?topic=9057.0) and Igabod for the BioDiversity pack (https://ludeon.com/forums/index.php?topic=9532.0)? Think they'd be great additions.
#42
Not sure if this has been covered in another reply, but I had a multi-bionic implant colonist finally die on me. I found as I was checking him for other gear, that I could remove his implants for use in other colonists. Waste not, want not and all that.  However I noticed it used medicine to remove from a corpse - kinda odd, but maybe thinking is it uses medicine to not damage it on uninstall from the deceased.

After that, I noticed I could keep spending medicine and get free implant "copies". It doesn't update the colonist corpse info once they are dead, and I could just keep uninstalling components for use in others or sale - but only spend 1 medicine to do so once I've built 1 of everything and kill off a colonist. Kinda OP.
#43
After seeing one of my favorite YouTuber's (Quill18) do your pack, I think I'll download and try it out, finally. I'll let you know how it goes when I get some time to play it.
#44
Outdated / Re: [MOD] (Alpha 8) New Weather
January 24, 2015, 11:45:42 PM
Quote from: drakulux on January 22, 2015, 07:09:54 PM
Sand Storm for Desert and Arid Biomes

I second this - just because it's called a "Haboob". Seriously though, would love to see some more of these.
#45
Outdated / Re: [MOD] (Alpha 8) New Weather
January 18, 2015, 09:31:03 AM
Quote from: f0xh0und696 on January 18, 2015, 06:30:55 AM
just and idea BTW so don't hold be to it....

"volcano_storm".
like a heatwave and dry thunderstorm in one, only its not lightning striking, but fireballs (or re-textured mortars that fall randomly, IDC) that once explode cause small fires.

yes I know what I'm asking for is hard, but hey maybe the already in_game events can be altered and combined.

Oh that reminds me of the mid-game for "Outpost 2" by Sierra. LOVED setting up base, and then the world goes crazy w/ lava flows and you have to escape while under attack - made for a challenging, but fun, endgame.