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Messages - Zxypher

#46
Maybe Slavery on a different world is actually a step up from being trapped in a tribal society? Maybe they can earn their freedom? Who knows. I think if they(he) just made it so that more stacks had heavy diminishing returns I'd be ok with that. Also setting them free should give at the very least a mood boost by this logic "Merciful +10" or something.
#47
Mods / Re: Damage Resistance on Structures?
March 13, 2015, 09:35:10 AM
What?! Awesome! I just saw that in the defs, I had no idea. Thanks!

Edit: Hmm but this is done by building type not by material type. Is there a statFactor set up for damage types? I haven't seen one yet.

Edit 2: I'm a little slow this morning, I assume the statFactor/Its likeness from something like Devilstrand would be fine.
#48
I see, thanks for clearing that up. I really appreciate it :)
#49
So I activated this mod and I'm getting an error in the console, I'm assuming it's a conflict with another mod but hoping maybe you could point me in the right direction.


Faction a mechanoid hive of def Mechanoid has no PawnGroupMakers that can generate for parms (points=267.4393)
Go no pawns spawning raid from parms (points=267.4393)


I don't know how to copy the detailed info :/

It goes away when I deactivate Priority Hauling.

Thanks for any help you can give.
#50
Mods / Re: A Modders website
March 10, 2015, 01:55:57 AM
Is there a reason to not just use the Nexus website? It already exists and is well established as a place to go for mods. Just curious.
#51
Mods / Damage Resistance on Structures?
March 09, 2015, 01:56:28 AM
Hello, I was just wondering if anyone knew a mod that added damage resistance based on material types? I know that it affects the health of the object but I still find it a bit strange that people can punch down granite walls. Would this be hard to implement if something like it does not exist already? I have only a rudimentary understanding of modding/coding but I'd be willing to do work if I understood what it required.

Thanks for your time!