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Messages - Ninefinger

#151
Quote from: Latta on May 03, 2015, 09:41:23 AM
I tried not to release 12 for a few more days, but I found a big bug which prohibited hauling of some weapons. Sorry for all this frequent updates, especially for Ninefinger as he included this in his modpack. Uhh...

Anyway, this update will change infused weapon's label, so you can check if a pawn's weapon is infused or not. Without having to go deep into its info screen.
Problem: a weapon's label within its own inspection panel will be cropped out in some situation, like long prefix + long suffix.
Todo: Add an ITab, like ITab_Art so you can check its full name there.

Also added a message that will notify infusion. Comes with a sound. See LT_Infusion/Sounds for its license info.

Added a new suffix infusion as well. Tier 2, "art" will increase sculpting speed while boosting a bit of attack.

No worries about the updates, the version im using works great, ill just wait till you have a full release version now before updating again. Cheers!
#152
Hey Ykara, first i want to say i love your mods!, Secondly it has been brought to my attention by Minus with his Medical Surgery Experience Balance mod, that Tynan accidentally missed a decimal point for experience gained for surgery, and that surgery mods like this will need to be updated directly. I have already gone ahead and updated my Ultimate Overhaul Modpack and figured i would let you know about this if you didn't manage to spot it yourself. Cheers! :D

Old Medical XP mod.           1XP a second
Vanilla Alpha 10.               16XP a second
Current Medical XP mod.     1.6XP a second <--- This number should be used for each of your Recipe/Defs that contain this bit of code:

<workSkillLearnFactor>1.6</workSkillLearnFactor>
#153
Quote from: Minus on May 03, 2015, 01:58:11 AM
Updated to Alpha 10. Probably redundant.

Thanks for posting this, or i never would have caught that, i went ahead and updated Expanded Prosthetics & Organ Engineering for my Ultimate Overhaul Modpack. Should probably let other surgery modders know to adjust there values accordingly. But im sure they will see this post as i have. Thanks again, oh and you should probably post that this mod will not be entirely necessary so long as those mods are updated directly. Cheers!
#154
Quote from: Redman on May 02, 2015, 12:40:41 PM
Side note - I'd love to see this tie-in with Combat Realism. The fact that both have turrets kinda porks it :c

My Ultimate overhaul modpack has this and also includes Rimfire weapons that also have been reworked for compatiblity with Combat Realsim. Abrexus is free to incorporate this into his xpac in any way he wants, if he so feels inclined.
#155
Love the mod, keep up the great work. now i gotta update my modpack cause you gone done and changed the name of it, lol :D
#156
Quote from: Abrexus on May 02, 2015, 01:11:51 AM
Quote from: arigon2001 on May 01, 2015, 09:45:07 PM
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!

I had to make a decision when making SC as to how deep I would go with adding in extra resources, parts, furniture, everything.  I wanted to make sure I added enough to expand the game, but not so much as to make it unwieldy.  I decided to do arms and legs, but not hands and feet because arms and legs covers that....but if I did toes, fingers, hands....it would just be too much (in my opinion).

I completely agree.
#157
Quote from: Ienkoron on May 02, 2015, 12:58:11 AM
Quote from: Ninefinger on May 02, 2015, 12:53:06 AM
Quote from: Tynan on May 01, 2015, 08:04:11 PM
I'm getting a 404 on the 1.03 link... :(

all of them are working now i just checked, they seem to have a mind of their own lol :)

*looks around nervously* Is this the first test? are the AI's taking over? XD

loool

#158
Quote from: Tynan on May 01, 2015, 08:04:11 PM
I'm getting a 404 on the 1.03 link... :(

all of them are working now i just checked, they seem to have a mind of their own lol :)
#159
Quote from: libra00 on May 01, 2015, 08:57:17 PM
Ah, good to know, thank you.  It's not very intuitive though, I thought maybe he wanted to go rock-climbing or something. :P

lol



#160
Quote from: arigon2001 on May 01, 2015, 09:45:07 PM
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!

My ultimate overhaul modpack uses superior crafting as its core mod that every other mod revolves around, but i have overhauled it to be completely compatible with Expanded prosthetics and organ engineering which uses the superior crafting textures for the body parts, and it allows for crafting bionic feet and hands etc. so yes it is possible.
#161
Quote from: Latta on May 01, 2015, 09:32:57 PM
Quote from: Ninefinger on May 01, 2015, 01:09:53 PM
EDIT: also i was wondering if this will play nice with Hospitality mod since it adds Stats_Pawns_Guest.xml ?

I didn't saw this. Sorry!
If it adds new stats that is fine. Only overriding matters.

cool sounds great, as far as i know your mod is the only one modifying those files so it should be compatible with all of them. :D
#162
Quote from: libra00 on May 01, 2015, 06:56:22 PM
So, I ran into a weird state icon, it sort of looks like a hook, and it's not in the example icons.  I can't find any mood that might explain it (the colonist is a pessimist, but this icon is recent.)  Anyway, I got an image of it: http://imgur.com/DwAZJAo

I'm curious as to what it is.

That means wearing tattered apparel :D
#163
Quote from: Orion on May 01, 2015, 09:22:12 AM
The latest link from page 1 should work just fine...

Confirmed, i just checked, it wasn't working for most of the day yesterday though, but i had your covered, i will remove my link now.

Thanks again for the update!
#164
Awesome Latta thanks for the Infusion list!
#165
Quote from: Latta on May 01, 2015, 01:05:16 PM
I hoped downloaders find it themselves!
Well if you want a spoiler I'll add them with next update. ;D

idk if this is what you mean but, well maybe juts have it in a text file saying spoilers as its title included in the rar file :D lol

EDIT: also i was wondering if this will play nice with Hospitality mod since it adds Stats_Pawns_Guest.xml ?