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Messages - exelsiar

#16
Is there a version of this without the ammo system? I love all the other systems, but the ammo seems like 1 thing too much for me to keep track of in game.
#17
Quote from: Anrui on April 29, 2016, 03:36:28 AM
Does the cleaning zone mod work with current saves? Also even though it's A12D, do you think it would be fine to use with A13?

The original one doesn't work no, but Fluffy has posted an updated version, just gotta read back a page or 2, super easy to find :3
#18
Quote from: Fluffy (l2032) on April 29, 2016, 01:26:06 AM
restart the game after changing mods. it 100% does work.

Ahh that did it, many thanks Fluffy ^_^
#19
Quote from: timeandtherani on April 28, 2016, 06:28:37 PM
Check zones.  If there's a broom, you have it.  Designate a cleaning zone like any other zone.

Alas I don't have it. The closest would be the snow free zone.
#20
Hi, I just installed fluffies updated no clean, it's the only mod apart from CCL, but I'm not seeing any new options anywhere. What am I missing? Thx
edit: actually an adendum to the above, this version of no clean seems to break the ai? on a world start my colonists mostly refuse to move unless drafted, and when I select one I can't even right click on anything.

@Daz84uk the current soiling mod seems to work perfectly fine.
#21
General Discussion / Re: Fertiliser Pump
March 04, 2015, 01:31:48 AM
Ahh perfect, thank yee :D
#22
General Discussion / Re: Fertiliser Pump
March 03, 2015, 09:13:56 PM
>_< I used it for terraforming since we can't build on mud..

I mean I can understand why, but I always hit mud or water right in the most in-oportune areas.

Thanks for the answer though :3
#23
General Discussion / Fertiliser Pump
March 03, 2015, 08:57:44 PM
I was hunting around for why I couldn't find the pump ingame. The only reference I could find was on the wiki saying that it had been removed, but no reference as to why.
I personally can't think of any logical reason for it.
Perhaps theres something coming to replace it? Or maybe even a mod that puts it back in because I kinda rely on it a lot.
Thanks.
#24
Is it just me or can we not craft power claws?
#25
Outdated / Re: [MOD] alpha 7 More prosthetic body parts
November 13, 2014, 02:29:31 PM
Just so you know your mod conflicts with Simple Medicine Craft (https://ludeon.com/forums/index.php?topic=6652.0). The only effect from this conflict I have seen is being unable to perform any surgeries.
I'll leave this same message on their topic post too :)
#26
Outdated / Re: [MOD] (Alpha 7) Simple Medicine Craft
November 13, 2014, 02:29:20 PM
Just so you know your mod conflicts with Bodymod (https://ludeon.com/forums/index.php?topic=6679.15). The only effect from this conflict I have seen is being unable to perform any surgeries.
I'll leave this same message on their topic post too :)
#27
Ahh it has, thank you ^_^
#28
General Discussion / Re: Butcher Table
November 12, 2014, 03:53:02 AM
:o that's a thing?! that will most certainly help. thank you sir.
#29
General Discussion / Re: Butcher Table
November 12, 2014, 02:40:47 AM
I have 1 cook, very few colonists so cant get one of them to join in. If i leave the cook to do his own thing for a few days the corpses just sit around until they rot and get move to a different location.
Is it a case of being physically unable to force a single cook to do the butchering first, then make meals?
#30
General Discussion / Re: Butcher Table
November 12, 2014, 12:43:05 AM
Sorry to zombie, but this seemed the most relevant place to ask, as I couldn't find a newer topic.  I have a butchery table with corpses all around it, and a cooking table near by, with crops slightly further away, and 1 cook. The cook always seems to prioritise making meals rather than butchering first, despite the tables being set up right (I can force prioritize).
My question is, how can I make cooks do the butchering first so as to not have to micromanage them? My colony can't afford a second cook yet.