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Messages - shhfiftyfive

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16
Outdated / Re: [A14] ESM - e's small mods (Custom Population - NEW!)
« on: September 01, 2016, 04:15:11 AM »
so i tried the a14 'smooth wall' mod found here... sorry if this has already been discussed, but i didn't see it mentioned in the mod description.

okay so i figured by the mod description that i wouldn't be able to lay power inside them.

but i also felt the immediate urge to disable this mod because i had to deconstruct them asap after using them. because these 'smooth walls' do not function as actual room dividers...

3 examples:

- i smoothed out a wall between a normal bedroom and a prison bedroom. and the normal bed became a prison bed and now part of the prison room.

- and the other smooth walls i placed between normal bedrooms then caused the pawns to get mad with "shared bedroom" mood debuff...

- and smoothing a wall of an indoor room but facing "outdoors" causes the entire room to be classified as "outdoors"...


if this can't be fixed, i think it is worth mentioning in the mod description as a known issue. so only download if you have other intentions for these walls...

i mean the beauty applied to these is nice. its a shame they don't actually function as room dividers though.

17
after trying the a14 version of extended fabrics mod, let me just say, ugh. so so so many cotton balls. so much storage space wasted on cotton balls, and so much work to make regular cloth compared to vanilla....

i just want a way to craft synthread and hyperweave. is there a way i can get that without this cottonball situation?

also, i've recently disabled the mod due to the cottonball thing, but is my memory wrong in thinking this mod also allowed you to grow devilstrand in the hydroponics again?

18
Outdated / Re: [A15]K_K's mini mods - Craftable Personal Shield/ThrumboWool
« on: September 01, 2016, 03:35:20 AM »
i want this craftable personal shields mod!
i'm still on a14e.
is there an a14e version? link?

19
another question: the "pain stopper" chip

prevents pawn from feeling pain.

does this mean that a pawn with it installed will fist fight to the death? (instead of being knocked out when feeling enough pain)

fist fights are common, given the mood issues on extreme very often lead to berzerk, as well as just common fist fights between 2 pawns due to social insults.

20
Outdated / Re: [A15] Miniaturisation Overloaded
« on: September 01, 2016, 01:58:13 AM »
Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationOmniGel</defName>
        <requiredMod>ED-OmniGel</requiredMod>
        <targetsDefNames>
            <li>Table_MK1_Replicator</li>
            <li>Table_MK2_Replicator</li>
            <li>Table_MK3_Replicator</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
    <Miniaturisation.MiniaturisationDef>
        <defName>MiniaturisationSoylentGreen</defName>
        <requiredMod>Soylent green</requiredMod>
        <targetsDefNames>
            <li>soylenttable</li>
        </targetsDefNames>
    </Miniaturisation.MiniaturisationDef>
</Defs>

Paste these two on new files under MiniaturisationDefs folder and it'll work. Next update they will be included.

hmm, well i did this. i went in game to confirm the changes worked.

now the 3 tables for omni gel work (i can now move them)

but the soylent green machine i still cannot move.

checked my work for any typos. couldn't find any. :(

21
Outdated / Re: [A14/15] Soylent Green by JuliaEllie [8/31/16]
« on: September 01, 2016, 01:36:43 AM »
i  haven't tried the a15 update, but i have a question from using this on the a14e version...

Q: is it possible to make the machine work like the vanilla game, when manually setting a cook to "prioritize making soylent green"?

by this i mean vanilla works like this:

1. if you have 1 cook, and 2 cooking crafting stations - one being the stove and the other the butcher table... the vanilla game will always default to the pawn using the stove over the butcher table (if there are available ingredients to cook on the stove)

2. so if you want the cook to work at the butcher table you have to set him to work on it manually by right clicking the butcher table with the pawn selected (or disable all bills at the stove temporarily)

3. the vanilla game has this working so that, instead of only using the butcher table on one animal and then going back to the stove (which is what this mod behavior is set to)... the pawn will actually continue to work the butcher table repeatedly, given there are still animal corpses around... until criteria is met. that criteria seems to be when the pawn gets extremely hungry or tired.. (this also works with any other type of station, such as crafting stations with lower priority similar to the butcher tables low priority)



soylent green machine on the other hand... you have to right-click and set pawn to use machine ...after each corpse.

22
forgive me for asking this, but the cost of crafting vancidium is so ridiculous. so i just wanted to make sure these recipes are as intended...

1 vancidium costs:
- 20 gold per, not just 1. as well as
- 25 steel and
- 10 plasteel.

so to craft 1 advanced component, you need:
- 1 component, and
- 5 vancidium, which requires a total of
-- 125 steel,
-- 50 plasteel,
-- 100 gold

FOR EACH!!!

and so a recipe here such as 1 joywire implant will cost:
- 660 gold,
- 325 plasteel,
- 750 steel, and
- 6 components...

where am i supposed to get my hands on all this gold guys?

also, the market value of 1 joywire is $13,000 (seen one for sale at $11,000, but the materials required to craft 1 joywire total market value is over $19,000. even if i got my own steel and plasteel, buying just the gold alone from the market costs $9,000 per joywire.

i'd never ever craft this. i would just buy it.

23
Outdated / Re: [A15] Miniaturisation Overloaded
« on: August 31, 2016, 07:32:03 PM »
is this the info you're after?

ED-Omni Gel mod:

-<ThingDef ParentName="BuildingBase">
<DefName>Table_MK1_Replicator</DefName>
<Label>Mark 1 Matter Replicator</Label>

-<ThingDef ParentName="BuildingBase">
<DefName>Table_MK2_Replicator</DefName>
<Label>Mark 2 Matter Replicator</Label>

-<ThingDef ParentName="BuildingBase">
<DefName>Table_MK3_Replicator</DefName>
<Label>Mark 3 Matter Replicator</Label>



Soylent Green mod:

-<ThingDefs>
-<ThingDef ParentName="BuildingBase">
<DefName>soylenttable</DefName>
<Label>Soylent Machine</Label>

24
Outdated / Re: [A15] Miniaturisation Overloaded
« on: August 31, 2016, 07:21:10 PM »
Can you list their defNames? They are mods I don't play with.
i'm a complete noob, so, i'm not sure where to locate that info.

25
Outdated / Re: [A15] Miniaturisation Overloaded
« on: August 31, 2016, 03:31:51 PM »
another item i'd like to see official support for is the 'soylent green' machine

https://ludeon.com/forums/index.php?topic=18491.msg202274#msg202274

26
Outdated / Re: [A15] Miniaturisation Overloaded
« on: August 30, 2016, 04:19:47 PM »


i'm still on A14e. i noticed that 'ED - omniGel' isn't supported. there is 3 (quite expensive) crafting stations in the omni gel mod (mark 1, 2, 3 Matter Replicator) that i'd love to be able to relocate...

any chance it could get added in future?

https://ludeon.com/forums/index.php?topic=18995.msg207274#msg207274

27
that last update that added back in the budget selection seems to have bloated the budget cost for bionics. it was like 1500 points per before and now is like 4000 points per. so my budget went from like 15k to 40k which is insane.

or maybe the expanded prosthetics mod i just installed with the patch changed the values of the vanilla bionics?

28
dumb question: the download link in pics send to git page but only see source code in download section. do we use that? or do we navigate to skullywags / nameofmod to find  green button for clone master file?

29

Secondly, about the map generator warning. If I read the patch notes for A15 correctly, then the way that map generators are supposed to be added to the base game has changed in A15, specifically so that mods don't wipe out each other's changes. If you didn't change things to work the new way then you might want to look into doing such.
that was my thoughts exactly

30
Outdated / Re: [A12d] EdB Interface Mods - DISCONTINUED (15 July 2016)
« on: August 19, 2016, 10:46:30 PM »
i thought i could get by without this mod but is really frustrating dealing with the vanilla tabs/menus.

any chance someone will take on this project? or are there other mods already available that fix the interface like this mod did?

i'm aware of the vanilla colonist bar, but that's not even the best part of this mod...

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