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#32
Outdated / Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
March 05, 2015, 03:04:36 PM
The skill lock feature is something I've been looking for but I'm hoping you could make it compatible with other mods that add new production tables.
#33
Mods / Re: Suggested mod: Chef's / butchers priority
March 04, 2015, 06:32:45 PM
The table owner mechanic is one thing that I really feel should be in the base game but for some reason it isnt. If that was implemented it would solve a lot of problems with cooking and crafting and increase their efficiency. I hope someone does make a mod that allows for that.
#34
Outdated / Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
March 02, 2015, 12:54:33 PMQuote from: EdB on March 01, 2015, 08:01:52 PMQuote from: Pokk720 on February 26, 2015, 11:37:57 PM
For some reason my colonist bar pops up in the top right corner of my screen instead of starting towards the middle like in the pictures. Is there an option to fix that so I can ft more colonists on one line?
Are you playing the game at a lower resolution (1280 wide or less)? Even though the colonist bar often appears to be in the center of the screen, this is only true for higher screen resolutions. If your window resolution is lower, it will appear more on the right side of the screen. It is always drawn directly to the right of the area at the top of the screen where messages are displayed. If it were centered for smaller resolutions, it could potentially cover longer messages that appear in that area.
There is an option to use smaller icons that you can try. Click the "Menu" button in the lower right corner, click "Interface Options" and then check the "Use Smaller Icons" option.
I see. Thank you
#35
Outdated / Re: [MOD] (Alpha 9) Thingamajigs! + Spatula no longer for vegetarians fix
March 01, 2015, 02:11:44 PM
Nice, I love the statue mod. I don't build vanilla statues cus they're all somewhat bland...
#36
Outdated / Re: [MOD] (Alpha 9) Combat Realism v.1.1 (23.02.15) A pilum to a mortar fight
February 27, 2015, 07:10:38 AM
Oh okay. I've been playing with the mod for a while with the Source folder in the actual mods folder and it was correctly changing the attributes of guns and everything but I noticed a major difference in organ damage after I took it out. Anyway, thanks and your mod is genius.
#37
Outdated / Re: [MOD] (Alpha 9) Combat Realism v.1.1 (23.02.15) A pilum to a mortar fight
February 27, 2015, 12:21:17 AM
I hope this question hasn't already been answered but where do I put the contents of the "Source" folder when installing the mod.
#38
Outdated / Re: [MOD] (Alpha 9) EdB Interface UI Mod (v2.6.4 - Updated 23 Feb 2015)
February 26, 2015, 11:37:57 PM
For some reason my colonist bar pops up in the top right corner of my screen instead of starting towards the middle like in the pictures. Is there an option to fix that so I can ft more colonists on one line?