Hi guys! I am someone who likes to plan his place carefully. However because there is only one plan colour, (transparant white) it makes things quite complicated. Is it possible to get more colours?
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#137
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
September 09, 2015, 06:31:13 AMQuote from: Ectoplasm on September 09, 2015, 12:33:22 AM
Is there any special trick to harvesting and then using body parts? For some reason I can't. Harvesting parts is fine, but if I try to use this part on another pawn, the option is not there under the health / operations tab. I'm thinking that perhaps another mod is interfering somehow? Let me list the ones I currently have;
23/08/2015 07:02 <DIR> BatteriesStuffed-BatteriesStuffed-1.2
08/09/2015 15:45 <DIR> Clutter
08/09/2015 15:45 <DIR> Community Core Library
09/09/2015 05:17 <DIR> ContainersForStuff
29/08/2015 17:57 <DIR> Core
08/09/2015 15:43 <DIR> Craftable Guns
07/09/2015 06:32 <DIR> EdBInterface
08/09/2015 15:45 <DIR> EdBModOrder
08/09/2015 15:53 <DIR> EdBPrepareCarefully
08/09/2015 15:44 <DIR> ExpandedProsthetics&OrganEngineering
08/09/2015 15:45 <DIR> FloorLights
09/09/2015 05:32 0 foo.txt
08/09/2015 15:45 <DIR> LT_DoorMat
08/09/2015 15:45 <DIR> LT_RedistHeat
08/09/2015 15:45 <DIR> LT_Soiling
22/08/2015 16:18 <DIR> MAI
22/08/2015 20:29 <DIR> Miscellaneous_HiRes
16/07/2015 01:05 <DIR> More Vanilla Turrets
08/09/2015 15:45 <DIR> Pawn State Icons
02/09/2015 17:50 <DIR> PowerCell-PowerCell1.2
22/08/2015 16:18 <DIR> PowerSwitch
08/09/2015 15:48 <DIR> RoofBomb
22/08/2015 15:48 <DIR> RT Storage
23/08/2015 07:09 <DIR> SolarsStuffed-SolarsStuffed-1.2
08/09/2015 15:45 <DIR> Stonecutting Tweak
08/09/2015 15:45 <DIR> TargetPractise
23/08/2015 07:10 <DIR> ThermalsStuffed-ThermalsStuffed-1.2
23/08/2015 21:11 <DIR> Turret Collection
29/08/2015 12:24 <DIR> Turret Collection Anti-Tank Weapons
23/08/2015 13:16 <DIR> Turret Collection Overkill
Odd, because I can't seem to see anything unusual, however I personally use
Community Core Library
Core
Craftable Guns
EdBInterface
EdBModOrder
EdBPrepareCarefully
ExpandedProsthetics&OrganEngineering
Pawn State Icons
LT_RedistHeat
without a problem, so I suggest enable those, and disable the reset, and see if it still happens. But my guess is MAI, I have heard more problems with it.
#138
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
September 08, 2015, 06:33:25 PM
And with Pawn state icon, would be even better ^^!
Though I'm glad it works for now on Alpha 12...
Though I'm glad it works for now on Alpha 12...
#139
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
September 08, 2015, 05:09:57 PMQuote from: Mycu on September 08, 2015, 05:05:24 PMQuote from: Florius on September 08, 2015, 04:52:53 PM
Try to create a new world with a new colony and see if you still get the errors. If not then it means that there is something wrong with the current mod or save game.
The strange part is that I've loaded this colony with those mods few times without any problems.
Now it pops on every previously saved game...
New colony on the same world doesn't reproduce this error but I wonder - is there any way to fix it so I wouldn't have to start a new colony?
Hmm, strange. After I loaded a savegame myself I got a debug log:
http://puu.sh/k4BT8/55fdf76d17.jpg
EDIT: Mycu, could you get a print screen of your mod list?
Not sure if it is actually edB interface, but it is odd that you don't get the debug log with a new colony.
EDIT2: Sorry, noticed in your first screen the mod list, try disable the Work Presets, because it seems those 2 mods are not compatible, they both change the schedule screen for example so it could be very good that it adjusts more things.
#140
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
September 08, 2015, 04:52:53 PMQuote from: Mycu on September 08, 2015, 04:34:14 PM
Hi, having some heavy bug with this awesome mod.
Please, look at screenshots:
http://i.imgur.com/ovFLGVF.jpg
http://i.imgur.com/cF0aFAn.jpg
Using EdBInterface-3.0.3, debug screen pops when loading colony...
Try to create a new world with a new colony and see if you still get the errors. If not then it means that there is something wrong with the current mod or save game.
#141
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
September 08, 2015, 03:32:18 PMQuote from: EdB on September 08, 2015, 12:27:12 PMQuote from: Florius on September 08, 2015, 10:47:56 AM
And another bug, which I have since an earlier version if the Interface mod, but not exactly sure how to reproduce, but sometimes when I have the architect menu open, and I click a colonist, it still keeps the architect menu open, and I can't recruit the colonist, or his menu doesn't open. I'll try to see why this happens...
This has been a problem for awhile. I should be able to fix it--I've been playing through my first full game of alpha 12, and I keep being annoyed by this as well.
I am already glad I am not the only one hehe!
EDIT: Is it possible to somehow make a color code in the schedule to see what colonist is in what squad, or perhaps a number? Or in the top bar from squad?
#142
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
September 08, 2015, 10:47:56 AM
Middle click works, thanks for that!
And another bug, which I have since an earlier version if the Interface mod, but not exactly sure how to reproduce, but sometimes when I have the architect menu open, and I click a colonist, it still keeps the architect menu open, and I can't recruit the colonist, or his menu doesn't open. I'll try to see why this happens...
EDIT: When you open architect, and click a colonist, that's when it happens! Rather anoying hehe :$
And another bug, which I have since an earlier version if the Interface mod, but not exactly sure how to reproduce, but sometimes when I have the architect menu open, and I click a colonist, it still keeps the architect menu open, and I can't recruit the colonist, or his menu doesn't open. I'll try to see why this happens...
EDIT: When you open architect, and click a colonist, that's when it happens! Rather anoying hehe :$
#143
Releases / Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
September 08, 2015, 09:37:09 AM
I have the problem since using your mods..., and since you tweaked/edited crops, I come to ask some advice.
Somehow my crops random disapear? The temperature is fine (21c) and light is good, 24/7 lighted. And it happens to 4 different types of crops.
I kept watching the crop and it just randomly disapears, not that an animal is eating it or something...
Edit: i had a poisoned ship, and wasn't aware that it also affects indoor growing zones. So that was the issue he he!
Somehow my crops random disapear? The temperature is fine (21c) and light is good, 24/7 lighted. And it happens to 4 different types of crops.
I kept watching the crop and it just randomly disapears, not that an animal is eating it or something...
Edit: i had a poisoned ship, and wasn't aware that it also affects indoor growing zones. So that was the issue he he!
#144
Mods / Re: [Request] Additional events
September 08, 2015, 09:29:36 AM
The global warming cooling is already in the game, a cold snap and heat wave.
Or do you mean something for a longer time?
And the mass extinction, ever had toxic fallout? Because that is the same except trees dying.
But I agree on the other ones, just not sure how hard they are to implement.
Or do you mean something for a longer time?
And the mass extinction, ever had toxic fallout? Because that is the same except trees dying.
But I agree on the other ones, just not sure how hard they are to implement.
#145
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
September 08, 2015, 07:51:42 AM
I'll give it a try with an excisting colony and let you know if I find a bug!
Really glad with the squad function though, because I really wanted to use squads in my previous colony hehe!
EDIT: First thing I noticed, is it possible to get a select all button at the colonist bar?
Maybe an interface option to always show squad name, so it doesn't fade away?
EDIT2: Love how we can setup tasks, area's etc. for all colonists at all! Although at the schedule, the anything option doesn't seem to work.
I am not sure what you are planning to do, but I just want to say I appriciate your hard work so far, and I am still waiting for the donation button!
Really glad with the squad function though, because I really wanted to use squads in my previous colony hehe!
EDIT: First thing I noticed, is it possible to get a select all button at the colonist bar?
Maybe an interface option to always show squad name, so it doesn't fade away?

EDIT2: Love how we can setup tasks, area's etc. for all colonists at all! Although at the schedule, the anything option doesn't seem to work.
I am not sure what you are planning to do, but I just want to say I appriciate your hard work so far, and I am still waiting for the donation button!
#146
Outdated / Re: [A12] [GUI] Work Presets (v1.0)
September 08, 2015, 07:49:47 AMQuote from: AHare on September 08, 2015, 02:20:34 AMQuote from: Wivex on September 08, 2015, 01:21:44 AMOh, strange then. Maybe I did overlook something, I'll try again later. Here's a list of my mods, http://pastebin.com/4EES2gsfQuote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.
I doubt that those issues have anything to do with this mod since it only modifies work priority values and nothing else. Can you post other mods that you also used there?
There are a lot of mods, and some of them I know are safe, because I used them since Alpha 10 without any problems, and if you never had this before certain mods, disable them and activate them one by one, the only way to figure out what mod is not working, and make sure all your mods are working for Alpha 12 (although Veinminer works just fine for 12
)
#147
Mods / Re: mod for animal surgery?
September 08, 2015, 07:44:02 AM
There is one, let me find it for you...
EDIT: https://ludeon.com/forums/index.php?topic=11171.msg111237#msg111237 here you go, by the wonderful modder Latta!
EDIT: https://ludeon.com/forums/index.php?topic=11171.msg111237#msg111237 here you go, by the wonderful modder Latta!
#148
Outdated / Re: [A12] [GUI] Work Presets (v1.0)
September 07, 2015, 07:57:23 PMQuote from: AHare on September 07, 2015, 07:48:26 PM
Love the idea. Few issues have popped up after installing though:
- Some pawns are not following the work priorities I set for them. My researcher is prioritizing hauling (at 3) over research (1).
- No one is sleeping in their beds! They crash on the floor instead.
Not sure if that last one is caused by the mod, seems a little odd. Are you sure they can access the area, (unrestricted)? And are the beds assigned to the colonists?
#149
Outdated / Re: [A12d] Enhanced Animals Tab
September 07, 2015, 07:56:19 PM
l2032, you just made another awesome mod!!
#150
Bugs / Re: Joy time and sickness
September 07, 2015, 07:07:22 PM
Cimanyd, thought it was actually hard coded that they couldn't get any joy because they were sick, but you saved me a whole lot of trouble, so my colonists don't go beserk anymore when they are sick/wounded!