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Messages - Ninefinger

#136
Found a bug with the minified turret base it shows up in the security tab but i can not place it down to have it constructed, i had to make a recipe to craft one at one of my work benches then install it.

Also uninstalling the turret base after installing a weapon throws an error stating the weapon was destroyed, i dont care if the weapon gets destroyed however it would be nice if it didnt throw an error.
#137
Quote from: LittleGreenStone on May 14, 2015, 10:56:36 AM
MD2 gives relatively cheap, single purpose droids, different than the fully functional MAI. I think you could certainly make use of both, it's only the matter of balancing them out. ^^

E.: Dayum, I almost forgot. YEAH! MAI'S BACK! Awesome! Thank you!

Quote from: Canute on May 14, 2015, 11:22:36 AM
You can build so many MAI's you want, but to activate an advanced MAI you need the expensive AI core's. The simple MAI's just need some plasteel and gold.

IMO the ED2 droids are a bit overpowered, they are specialized yes but they start with skill 14.


Ok thanks for the info guys, one last question, can someone elaborate a bit more on "Note: Once Mai (3) has been awoken, she won't allow further access to her programming, so denying you the abillity to upgrade her. Because of this, you should research everything, that you want for her to know, before hand."

what research needs to be finished for her to be fully programmed?
#138
I was wondering about the MAI, can you build multiple MAI's or just the one, i was thinking about replacing the droids mod from MD2 with this mod however i am uncertain weather or not it will serve basically all the same purposes. Since it feels a little redundant to use both MD2 Droids and MAI together but maybe im wrong...?
#139
Awesome! Bugs are fixed perfectly, and i love the minified tactical computer. :)
#140
Quote from: IshOfTheWoods on May 13, 2015, 08:48:19 PM
Thanks for the mod! But I second the spelling fixes. Also, it would be great to see tea added in!

QuoteAlso, I might have missed it, but is there a reason to have a pack of "cigarsomething" and "cigarsomethingelse" too? What is the difference aside from the pack of cigarette giving less mood bonus than the Cuban cigar looking thing? Same goes for the coffee and...expresso, was it?

Just for the sake of variety...? I personally like it, but I could understand wanting a more streamlined version. Vodka, whiskey, sake, etc. are all functionally identical to beer, though I suppose those are at least made from different ingredients.

they are not identical some are separated into Mid Alcohol and Strong Alcohol, having slightly different effects when consumed.
#141
Quote from: soulkata on May 12, 2015, 11:55:23 AM
Quote from: Ninefinger on May 11, 2015, 10:21:35 PM
when the mecha tanks spawn for a siege, they do not want to build mortars and such, this could be because the modpack includes superior crafting and mortars require steel bars rather than steel ore to craft however this only seems to be an issue when the tanks are involved, other raider groups have not been reported as having this issue.

Released a version to fix this error... Raids with Tanks still ocurs, and now should work fine. But, after the implementation, I cannot reproduce a Siege with Tanks to finish the tests.

Thanks! I will be uploaded to my modpack shortly where it will get extensively tested im sure lol ;D
#142
i would just like to add that i really like the fact that droids can not train there skills up since they already come with a high skill level, the way i see it is, you build a high efficient machine that eventually wears down and needs to be replaced, its a nice unintended balance feature. :D
#143
Quote from: soulkata on May 11, 2015, 09:51:56 PM
Hi I am having some dificulties to reproduce the Errors.


Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
when the mecha tanks spawn for a siege, they do not want to build mortars and such, this could be because the modpack includes superior crafting and mortars require steel bars rather than steel ore to craft however this only seems to be an issue when the tanks are involved, other raider groups have not been reported as having this issue.
Ok, this error I think if will be fixed on next version of the mecha tanks... The Tanks shoudnt never appear in sieges, but in some cases a normal rai turns into a siege... :( Well I think I fixed, but cannot reproduce a Siege with Tanks Anymore! :(


Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
And another bug is when you select the tank after it is dead it will spawn a second Pilot after the first one has already been ejected.

Cannot reproduce.



Quote from: Ninefinger on May 11, 2015, 04:43:12 PM
The other issues is stated that they spawn from a crashed ship part, but as far as i am aware this is working as intended.

Well, they comes from ship because they are mechanoid... I will try to make them not mechanoid, but I am concerned about other aspects, like: (Tank Meat!!!)

Ok sounds good, cant wait for the fix, love this mod, keep up the good work! :D
#144
The errors that have been reported, are when the mecha tanks spawn for a siege, they do not want to build mortars and such, this could be because the modpack includes superior crafting and mortars require steel bars rather than steel ore to craft however this only seems to be an issue when the tanks are involved, other raider groups have not been reported as having this issue. And another bug is when you select the tank after it is dead it will spawn a second Pilot after the first one has already been ejected. The other issues is stated that they spawn from a crashed ship part, but as far as i am aware this is working as intended. Anyways i hope you can at least sort out the "building" mortars during a siege problem, that seems to be the only real big concern. Love the mods keep up the great work! Cheers!
#145
Awesome work, just updated to the new update for the modpack. :D
#146
Quote from: Haplo on May 05, 2015, 05:55:35 AM
Hmm, that Looks like something from the new alpha that I have missed.
Sorry, I'll correct it in the next release, but it will take a bit, because of a few things I'm working on (except Mai, that is..)

ok sounds good this also happens with colonist key bind groups as well Shift E just so your informed. Hope you can get it fixed soonish :D
#147
Small issue, when i try to force pawn to go eat with eitehr the console or using Shift E when they pick the food up this eeror pops up: Tried to do PickupIngestible toil with job.maxNumToCarry = -1

any help would be appreciated.
#148
I was going to say that, but didnt have the heart to say it. You get an E for Effort though im sure the mod works great :D
#149
Thanks for making the droids again, this has been immediately uploaded to my Ultimate Overhaul Modpack!, works 100% fully tested after i made my compatibility changes!!!

You Rock!
#150
Quote from: thefinn on May 04, 2015, 12:49:37 AM
Wish this worked with Superior Crafting :\
I have made it work with superior crafting with my Ultimate Overhaul Modpack! Just updated it now :D