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Messages - erathia

#16
Outdated / Re: [A11b] Project Fallout v1.0
July 20, 2015, 05:55:01 PM
We need vault-tech doors, enclave armors, as well as brotherhood of steel faction (and enclave too) we also need the freaking fat-man launcher, or at least some Mr. Handy to help around the house ;)
#17
Could you compile it for linux? I would be forever thankful, or at least let me compile it from source ;)
#18
It's already too easy, dont need thoses tweaks, for me at last..
#19
Anyway we should find a way to make a framework so that any other mod could use SCA ressources if it's installed, that would be awsome for compatibilty issues and for gaming experience!

PS: sorry for offtopic but i got to point something out..

Quote from: thoregan on July 05, 2015, 10:05:55 AM
I try with Prepare carefully and without same bug for both, this happens for each colony and this bug seems to happens every time on the first guys in the create characters screen.

Edit : I have this message when i launch the game only with superior craft enabled.



[frenchfag]
Oh mon dieu un noƫliste! fuyez pauvres fou!
[/frenchfag]
#20
All the compatibility bugs i encountered were fix'd by loading SC after all the others mods, so...
#21
Quote from: LanMc on July 02, 2015, 09:40:43 AMThe geeky girl in me

>inb4 : The Internet

Now everybody knows you're an FBI agent undercover.
#22
Outdated / Re: [A11] Superior Crafting v0622
June 22, 2015, 04:49:36 PM
Here we gooooooooo
#23
Proper testing will be done my grace!
#24
Noooooooo dont give up yet, we will be rewarded for our patience!
#25
I wont play alpha 11 without it. Not even once, it's there, updated, with all the EDB collection, but it miss it's cerise sur le gateau!
#26
Quote from: hypnoshadow on June 17, 2015, 12:03:09 PM
this is my mod list if it helps?
EdBInterface,EdBPrepareCarefully,fashioning hyperweave and synthread,GlitterTech,laser and plasma weapons,mad skills and project armoury

It's GlitterTech that wont let you do your surgery, been here done that:

First, you need to get EdbModOrder, load SuperiorCrafting ( SCA10Core ) after GlitterTech to ensure that the modified xml i'll post here containing all the surgeries for these two mods override the main load sequence
I dont know if there is already a fix for that, but i made my own : http://pastebin.com/c9NetxAu
Paste it here Rimworld\Mods\SCA10Core\Defs\RecipeDefs and make sur that it is a XML file, if needed, rename it to Recipes_Surgery.xml