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Messages - dustysniper

#16
Mods / Mod Bug Butcher Table
April 06, 2015, 11:23:33 PM
I have a butt load of mods so I thought I would list them and see if someone has this bug also before I disable one at a time and see which one is causing the bug.

The butcher table is not interactive I can place it down to build but cannot build it. I also cannot right click on it with a colonist to build it even though the blue print is placed down. Anyone know if any of these mods conflict with the butcher table or alter it? It can aslo select and view the butcher table it is just not buildable.

Mod List
Animu Hair
Apothecarius
Caveworld Flora (worked before with this mod)
Clock (worked before with this mod)
Clutter (worked before with this mod)
Combat Realism
Combat Realism Rimfire
Combat Realism Defence
Darkness
Defend that Colony (worked before with this mod)
EDB Interface (worked before with this mod)
EDB Mod Order
EDB Prepare Carefully (worked before with this mod)
Expanded Prosthetics & Organ
Glassworks
GlitterTech
Horrors\
Hospitality
Pawn Icons (worked before with this mod)
Industrialization
Individual Appearance
jrpg eyes
LT Redistribute Heat (worked before with this mod)
LT Rim Effect
Mech Defense 2 (all) (worked before with this mod)
mending (worked before with this mod)
More Designators
Mending (worked before with this mod)
More Hair
Priority haul
Rimsenal (all)
Roof Support
Seasonal Wardrobe (worked before with this mod)
Surgery Extended (worked before with this mod)
Turret Collection
Vein Miner
Xtra Plants (worked before with this mod)

Attached the code for the table
-<ThingDef ParentName="BuildingBase">

<DefName>TableButcher</DefName>

<EType>BuildingComplex</EType>

<label>butcher table</label>

<ThingClass>Building_WorkTable</ThingClass>

<Description>A heavy table for butchering dead creatures into pieces of raw meat.</Description>

<graphicPath>Things/Building/Production/TableButcher</graphicPath>

<graphicClass>Graphic_Single</graphicClass>


-<CostList>

<WoodLog>60</WoodLog>

</CostList>

<constructEffect>ConstructWood</constructEffect>

<AltitudeLayer>Waist</AltitudeLayer>

<fillPercent>0.5</fillPercent>

<UseStandardHealth>True</UseStandardHealth>


-<statBases>

<WorkToMake>2000</WorkToMake>

<MaxHealth>180</MaxHealth>

<Flammability>1.0</Flammability>

</statBases>

<Size>(3,1)</Size>

<graphicOverdraw>False</graphicOverdraw>

<DesignationCategory>Production</DesignationCategory>

<Passability>PassThroughOnly</Passability>

<pathCost>60</pathCost>

<hasInteractionCell>True</hasInteractionCell>

<interactionSquareOffset>(0,0,-1)</interactionSquareOffset>

<itemSurface>True</itemSurface>
#17
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 03, 2015, 08:29:54 AM
Like I kinda said I don't know really anything about the ak-105. I just got some things from word of mouth. And from what I know about the RPK it was invented in the late 1950s and was introduced in the early 1960s for use. I thought the mags were 45 and 75?
#18
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 02, 2015, 11:14:33 PM
Im saying you could use the m2 as a emplaced weapon. Like a turret but have it set up like a mortar so that someone can manually man it. That or reduce their move speed and add a emplacement option where they take some time to "set up" the weapon. Would balance it a bit IMO if you raised other stats.. I think the m2 without the barrel is 90lbs. Which is incredibly heavy. And no man would be able to fire it from the hip.

AK-74 is also a neat weapon. I think the AK 105 is replacing the 74 sometime soon. From what Ive heard about it, it uses "modern hardened" plastics and is half the weight of the 74 (i cant confirm that just by word of mouth), shoots a lower caliber round and has a built in flash suppresser. I have no problem helping you out with modifying values in the word document. I just dont know what Im doing so some direction first before I mess something up and Id be willing to help you out.
#19
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
January 02, 2015, 08:14:29 PM
The RPK is considered a cold war era weapon. I think its invention was in the late 1950s. It still used by eastern european military and the middle east. I dont know much about the weapon besides shooting it once on deployment. But it had a ton of kick and was heavy as all hell and no recoil spring. I think their are newer models of the rpk now too.

I am surprised you haven't put the m1 grand in the world war weapons? Its probably the most nostalgic weapon for Americans from that era.  Im loving the mod and I wanted to let you know I understand you cant make some gun super guns like the m2 and run balance issues. I haven't found a m2 yet but I swear I saw a picture of someone carrying one?
#20
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
December 31, 2014, 06:38:12 PM
The m249 is a 5.56mm area suppression weapon primarily used to keep the heads down while assaulting flank units make progress. The 240B and L have the same idea in mind but a heavier 7.62 used primarily to engage entrenched enemies and vehicles. If you ever heard the term talking guns thats the goal of the 240s.  249s are used in the assaults being a lot lighter. 240s are heavy and 762 is a heavy round to carry their typically meant to be used as a entrenched machine gun and the 249 as an assaulting machine gun.

The m2 is a .50cal you dont even have to hit soft shell targets and itll take limbs off 12 damage seems low? The most common sniper rifle for victor qualified infantry is the m24a2 and a3. Its a 7.62mm rifle with a tri 4x/8x/16x scope. Would be another neat addition. The m110 is also pretty common now a days. Take a look at all of them their all pretty neat weapons. And this mod is awesome and cant wait to see more updates.
#21
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
December 31, 2014, 05:43:06 PM
I'm guessing from the picture posted some the weapons damages and ranges are based off game balance not to represent the real world weapon itself? Just a little heads up a m249 is considered a LMG not a HMG your thinking about the m240B or m240L (the newer version). I dont know how much you care but the m4a2 is common in line units now and the m4a3 is common in regiment and is now being distributed to line units, the a1 is pretty outdated. Also have you considered making a 60mm mortar system? Its incredibly common and probably the most casualty producing individual weapon on the battlefield in current wars. All your machine guns are considered assault rifles too.