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Messages - dismar

#676
Quote from: harpo99999 on October 12, 2015, 05:18:41 PM
Quote from: Facepunch on October 12, 2015, 01:37:33 PM
Can the scar fixer repair brain damage?
brain and torso scars can NOT be fixed it is ONLY skin/limb scars.
I have had some colonists with gunshot scars to torso and scarfixer could not fix them, but did fix the throat, nose, eye, leg, hand, foot and arm scars that they had
Think i read somewhere you can code to replace the Nature Torso to fix issues there..
#677
Here is another release for SA from me. It's about 90-95% the original now. With just three things missing from the original :
The Growing is not hidden behind research.
Healing scars has been removed.
Training tools has been removed.

Mainly because I didn't want to mess with stuff inside the Dll.
Most everything else is working now and should be in the right spots with updates to a12.
I am just one person there's probably bugs here and there. But I did take a colony from start to blast off building everything along the way...

I take no credit for this updated mod, only know that we miss you Abrexus. And hope your new project out shines this one!
Download Here!
#678
Quote from: harch on October 11, 2015, 10:47:26 AM
Hi, i've found that last version of mod don't give dried foods any category.
That means that you can't select storage for it or sell.

So i had to add

      <thingCategories>
         <li>SweetMeals</li>
      </thingCategories>

into driedfruit def in Mods/Vegetable Garden v3.2/Defs/ThingDefs/Items_meals.xml

Will you fix it in the next build?
Its supposted to be a meal :) but iv'e already fixed it for the next up date.
Quote from: TLHeart on October 11, 2015, 12:46:14 AM
Quote from: Loki88 on October 11, 2015, 12:23:46 AM
Quote from: TLHeart on October 10, 2015, 11:57:33 PM
Yea, I stopped brewing rum, since they always get sick, and make such a mess.

Have you found the hard cider and the wine to do the same thing? Or is it just the rum they get trashed on? Got put off after the rum incident so I haven't tried the others yet.
hard cider does the same thing, so I also quit brewing it. have not tried wine.

I've lowered the Severity of the affects down about one step so they don't get to sickness as fast.
#679
bunch'a light weight drunks.
#680
Outdated / Re: [A12] EnviroSeed SK v1.0
October 10, 2015, 01:38:52 PM
every time or just some times? Those pawns do get pretty lazy.
#681
Quote from: Loki88 on October 10, 2015, 11:40:12 AM
Bamboo floor update!... I got mad at it and rage quit :( textures are really not my forte regardless of how hard I try.

Side note: Is BioMatter and BioDiesel supposed to be sellable? I've yet to see a trader carry it, or accept it for sale. Just wondering in case it's a mod conflict on my end.

should be in bulk but ill have to look see and make sure i added it.
#682
maybe this :

#683
YAY its a Spooky time of year! Are you colonies ready for the fun?
This is a small add-on mode to put you in the Halloween spirit!


Halloween Stuff
Adds a glowing pumpkin.
New sculpting table recipe to paint wood orange and black. And to make spooky tombstone artwork for around your base!
Also what would it be without some new treats! Candy corn and caramel apples at the candy table!
Downloda a12!
#684
Outdated / Re: [A11b] Pleasure_SK v1.3 (14/06/2015)
October 07, 2015, 05:58:13 PM
YEAAAA! Pleasure Alpha 12 "Lite Edition" !
No cops  raiding your base! Just legal weed now :P
Alcohol and Coffee is all done at the Brewery.
Just one table for rolling ya cigs.

[attachment deleted due to age]
#685
OMG im so downloading the new EdB UI!! lol i missed the scrolling menus!

Anyway simple wlkthru for EnviroSeeds.

If you just want Core seeds load EnviroSeeds last on our mods.

If you want Seeds with the garden load : EnviroSeeds then VegGarden using Seeds. But not normal veg garden!

And if you want you can throw the PleasureSeeds anywhere after EnviroSeeds.

So EnviroSeeds is a Core mod
Veg Garden using Seeds and Pleasure w/Seeds are Add-ons to that Core file.
#686
Quote from: redink on October 07, 2015, 08:37:19 AM
love this mod, thank you for all the effort! for some reason I don't have orange trees in my plant list, but there's plenty without oranges to eat :)
It's an issue with the menu. A cheap fix is to change your resolution down or up then plant then change it back...
#687
Probably be easier to have some sort of stockpile setting to limit the number of stacks of food for that pile. Say like taking the refrigerator from containers for stuff and changing it to only hold one stack of food...

But if you went that way you want you'd have to set up some kind of permissions for the food system, of course way out of my understandings on modding :P
#688
Outdated / Re: [A12] EnviroSeed SK v1.0
October 07, 2015, 08:24:09 AM
Quote from: Ouan on October 07, 2015, 04:53:13 AM
I have been looking for a mod like this! Is it save game compatable? Also, do added crops, such as those implemented in T's mods just not work if it is enabled? I understand only Vanilla crops currently have seeds, but the question begs.

Should be OK to use in a saved game. But anything you grew before won't spawn a seed. And the plants have to be wrote into the seeds mod to work. Currently only vanilla crop, veg garden, and pleasure_sk have been "seeded". Since those are the only mods I have permission to alter and re-post. The latter two mod can be found on my other page.
#689
New version of GourmetGarden with recipe tweaks!
EnviroSeed Packs replaces Seedsplease!
Veg Garden 3.2 re-uploaded with minor tweaks.
#690
Outdated / Re: [A12] EnviroSeed SK v1.0
October 05, 2015, 11:44:33 PM
mine no touchy!