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Messages - LustrousWolf

#106
The priority details thing, is it possible to change that for each colonist individually ? And is it also possible to take out some jobs? For example I have CuproPandas RimPharma mod, and for someone to granulate seeds they need high medicine skill, so I get my medicine guy to be on crafting as well in work priorities, but then he always does other things like smelting steel from slag which I do not want him to do because he is not good at crafting. So then I saw this mod and thought it was great because I could only make him do the medicine crafting bits and nothing else! But now I am not sure if this is possible?
#107
Any pictures of this mod? :o
#108
Will this mod be going into more depth of the human body as to what body parts can get injured? For example someones tongue might get cut by a knife or something. Although I am not sure how you would replace those things if they got destroyed?
#109
For some reason the Gnawlers when they are on sandbags no one will shoot them, including turrets. Not sure if this is intended or not? But they just sit on the sandbags around my turrets and demolish them whilst the turret and my colonists stand there. They begin to resume shooting immediately when they step off of the sandbags. The big ant creature is fine, they all get shot dead even when on sand bags, just gnawlers that do not get shot.
#110
I assume EPOE and this mod do not work together because they both change the electric smelter? Is there a patch for EPOE and Industrialization to work together?
#111
General Discussion / Explosion radius of IED ?
October 20, 2015, 01:47:41 PM
Curious ;)
#112
How long does one party last?
#113
Outdated / Re: [A12d] CPHaulage (v. 1.0) (2015-10-13)
October 13, 2015, 10:58:05 AM
Will this mod work with Tools for haul?
#114
Outdated / Re: [A12] EnviroSeed SK v1.0
October 10, 2015, 02:06:48 PM
Quote from: dismar on October 10, 2015, 01:38:52 PM
every time or just some times? Those pawns do get pretty lazy.

I have only noticed it once. Was pretty strange, I will report if I see it again, it is nothing game breaking but it is kinda strange. :o
#115
Outdated / Re: [A12] EnviroSeed SK v1.0
October 10, 2015, 01:31:09 PM
My colonist pick up some apple seeds, then stands from where he picked them up and somehow plants them from like 30 blocks from where the growing area is?
#116
Quote from: Haplo on October 10, 2015, 05:41:52 AM
Nope, not my fault. I just use the existing traders, I don't do any calculations on my own :)
It looks like something changes the thrumbos so that the base price is really low. But it's definitely not a fault of my trader code :)

Ok, just checking cos it was from a trader in a tent xD I will have to see if a trader from the comms console is also selling the thrumbos for a very low price as well. Other than that I have no idea whats causing the error >_<
#117
Not sure if this is your mods fault, but when I went to this trader in the tent, they are selling thrumbos for under $1?
https://gyazo.com/e188b3e815b7ca90f6d846f69f27de14
#118
So I had a save running 0.3, and I updated it to 0.7. So far its kinda messed up some of the animals behaviors, some animals have not even changed and are default vanilla animal behavior still. So overall it is better just to make a new save. Sorry I did not have much time to play more and find out other info, as I have been doing course work all weekend and still am.
#119
Quote from: skyarkhangel on October 02, 2015, 05:09:10 PM
Quote from: LustrousWolf on October 02, 2015, 02:34:21 PM
I have a saved game, since this changed AI stuff, is it possible to update the mod without the save breaking?

Hi, Wolf. Not tested with old saves. So, you can test and inform :)

Ok, I will have to test tomorrow, it is kinda late where I am, I will edit this post when I test it out and find out the results.
#120
I have a saved game, since this changed AI stuff, is it possible to update the mod without the save breaking?