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Messages - seadderkrupp

#16
Thought i had got this to work finally but...:( So have the load order of the mods as good as can be. Have the autloloader mod for the resource hoppers etc. And finally got a group to arrive at a new colony and works ok till saved and reloaded. Then all the colonists but three just stand around not doing any work at all - they will eat but that is it.

Done this four times and each time when i have to save it and reload this begins again. Any ideas or anyone else hase same issue?

Thanks
#17
Thanks. I am currently trying the load order which is being a a pain to test:P Stargate seems to work though for odd reason there was an explosion and killed some of the colonists. And now am getting problems with the personal shields mod - though never remember its there so no biggy for me.  Just need to make sure all the ED mods are listed first i think.
#18
Have deactivated, reactivated and even made sure the filepath etc are in the mod. Still does not work -so will give this paticular one a miss even though would liked to have started a new colony with favourite characters. Also noticed an issue if you accidently dial in on the stargate that i end up with multiple copies of the same colonist. That is the one i researched and built - i put a colonist in to test and the dissapeared/stored in the buffer but this time dialed in see what if anything would happen.
#19
Ground is flat and even cleared trees etc out the way just in case. Just checked the error logs and am getting an error about the offworld gate not being found.
could not find typenamed Enhanced_defence.Stargate.building_offworldStargate.
#20
the problem i have is that the Stargate will not place - can select and get the image to lay down and place it anywhere like any other item but that is as far as it goes.
#21
Followed the instructions for the stargate - put resources into it and colonists then dialled out but nothing happened. Saved the game and started on a new world - when i try to place the "free" strgate nothing happens it does not build or even let me place it? Do i have to use the same world that the stargate is on?
#22
An issue i have noticed about a base inside a mountain - is My refrigerated food storage heats up as well and my food spoils. Even with airlocks between it - Anything that can be done about this?
#23
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
December 31, 2014, 02:18:22 PM
I so hate those commando's:P  SO new world just to try new things out - year 2 and doing decently and six of these lot drop in.  Had to fight them inside short corridors as figured those new weapons would have an extreme range. Lost two people and only managed to kill them with a doomsday launcher and gun turrets in the last killbox i had. Everyone else was wounded and half my base wrecked. Hope the new armour and weapons puts me on even ground next time:)
#24
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
December 28, 2014, 12:37:08 PM
Think i will wait till you can manufacture the armour and materials etc before starting a new world. Creating a new world with the same seed does not work. It creates the same world but gives it a new name and does not overwrite the old one. Must be different on alpha 8. Looks good though with extra weapons etc and would have dreaded the OP commandos:) but am six years into a colony and not wishing to restart.
#25
General Discussion / Find already created world seed?
December 28, 2014, 10:11:27 AM
Is there any way to find the seed letters for an already created world?
#26
Releases / Re: [MOD] (Alpha 8) Glitter Tech v0.7
December 28, 2014, 05:57:45 AM
Just a question and i may of missed it being answered somewhere - but will i have to start a new game/world to get a hold of titanium etc. Also i take it you can only buy the weapons and armour from a trader and not manufacture it?  Thanks.
#27
Sure i am missing something but how does MAI recharge? thanks.


Doh! nevermind i found the recharge station:) Thanks for the mod it is great.