Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - NemesisN

#61
General Discussion / Let there be light
April 19, 2016, 06:57:56 AM
Any Alpha 13 mods that have celling lamps or floor lights, wall lights something that replaces those ugly stand lamps...idk why Tynan did not improve those lamps to celling or wall those stand lamps are just screaming Alpha 1

I searched trough mods could not find any for Alpha 13...maybe I missed something....post links if you know any Alpha 13 working mod for lights
#62
Outdated / Re: [A12d][ModPack] The ModVarietyPack
February 18, 2016, 08:24:36 AM
any news on those shields with Combat Realism ?
#63
my plan is to cut off their legs so they can't escape

seems like a good solution
#64
there is still lagg issues in late game it has not been completely fixed, maybe improved a little but still when you go late game (expand your base, colony, raids become larger) you get lagg even on normal speed and the game becomes frustrating to the point you delete your colony because of lagg

because the game does not use full potential of your PC so it does not matter if you have weak or powerful PC the performance is the same
#65
Quote from: Klitri on January 29, 2016, 11:09:33 AM
There's no performance issue, update from windows 7.

there is...it does not matter what OS you use....when you go late in the game it becomes laggy
#66
- Prison breaks. Prisoners pick the locks, get out, seek weapons and work as a group to escape.


well time to spend hours playing Prison Architect to get ready for this crazy sh#t....maybe trow some hours in SIMS for that family drama...and that is just tip of the iceberg of what is coming


sh#t is about to get real in Alpha 13


seriously Tynan you keep impressing....just wish something could be done with performance issue
#67
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 08, 2016, 11:14:38 AM
if I change the difficulty level (not story) to my existing world will it brake the game so raids will never come or it will run just fine
#68
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 07, 2016, 10:19:27 AM
Quote from: NemesisN on January 06, 2016, 06:06:22 PM
I noticed (don't know if its a modpack issue or mod itself) that when you add a Bill on shooting range to train your colony shooting skill when they reach 20 (max) shooting skill they keep training on it even tho they are maxed out on that skill

I don't want them to train because its pointless if their skill is max they just waste time and other colony can't train because its occupied

They should stop training once they hit 20 (max) on their skill and let others train who did not hit max


anyone know the name of this mod for training ? So I tell this there if this is not a modpack problem but the mod itself
#69
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 06, 2016, 06:06:22 PM
I noticed (don't know if its a modpack issue or mod itself) that when you add a Bill on shooting range to train your colony shooting skill when they reach 20 (max) shooting skill they keep training on it even tho they are maxed out on that skill

I don't want them to train because its pointless if their skill is max they just waste time and other colony can't train because its occupied

They should stop training once they hit 20 (max) on their skill and let others train who did not hit max
#70
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 05, 2016, 07:47:25 PM
Quote from: Tyriss on January 05, 2016, 04:27:16 PM
Love the modpack mate. It got me back into the game. I'm currently conflicted though if I want to play this modpack or just use Prepare carefully with the Crash Landing mod. Crash Landing mod is amazing, I tried adding it to the modpack but it caused researching to bug out. Not sure if me or if that is replicated for everyone.

if you add other mods to a mod pack it can cause problems like that
#71
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 04, 2016, 11:47:24 AM
the new texture for storage has a nice 2 wooden thin stripes so you can see recourses but you can also see the floor....and now it looks like recourses are sitting on the floor....it looks like a cage for recourses

a bottom texture part would look good so it looks like recourses are placed on storage and not on the floor
#72
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 06:54:36 PM
also look at this when you reach full capacity and they store 75 in the small one the recourse is under and it looks just bad



and here you can see that when deep storage is turned around so that metal thing faces up it stores the recourse in that small metal thing instead of the wooden thing and it just looks awful...I am storing wooden planks in this one



#73
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 06:25:29 PM
maybe you should put a small icon in the middle of wooden plank that cover the recourse that indicates what type of recourse is stored

a small image type on top like a sticker

and light does not change anything its still hard to see any indication of what is inside
#74
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 05:02:06 PM
the new texture of deep storage does not show the recourse image but some black lines instead

before in deep storage with original texture you could see everything what is stored where....now with this new texture I can't see what type of recourse is stored where unless I double click on every one and read what is stored

here is the screenshot

#75
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 03, 2016, 08:36:28 AM
did you got any respond from mod developer on those Shields that bugg out with combat realism ?