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Messages - hoochy

#106
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 15, 2016, 12:21:40 AM
Quote from: SURU on January 13, 2016, 08:33:18 AM
Quote from: hoochy on January 13, 2016, 03:08:33 AM
Great modpack!! There are no upgrade instructions on the github. Is it only possible to use this mod by deleting everything and restarting?

I saw there were some fixes to hats in the latest release which I thought wouldn't break much if anything but can't find the way to just upgrade my existing version.
Do you mean fixes to hats, it is in one mod in this modpack? If yes just replace files in this mod to upgrade. If names are different change it in ModConfig.xml. It should work i think.

Thanks, I just copied over everything after backing everything up, and the new one went in fine. Allowtool works great too. Save game initially complained mod order was different but nothing bad happened.

There seems to be a bug related to outfits in general but I'm not sure if its a main game bug or not. Sometimes if I Change what outfits they are allowed to wear they will just stand around doing nothing, being unable to be controlled until they die from starvation. Kinda weird.
#107
Great mod! I have no idea why this isn't in the official game , it is one of those things which seems completely weird that its not there. Thanks again.
#108
Outdated / Re: [A12d][ModPack] The ModVarietyPack
January 13, 2016, 03:08:33 AM
Great modpack!! There are no upgrade instructions on the github. Is it only possible to use this mod by deleting everything and restarting?

I saw there were some fixes to hats in the latest release which I thought wouldn't break much if anything but can't find the way to just upgrade my existing version.
#109
Quote from: NightlinerSGS on October 02, 2015, 05:11:53 PM
Quote from: Ectoplasm on September 10, 2015, 08:22:29 PM
I seem to of stumbled across some odd behaviour with MD_Storage, and wanted to check if others have the same problem, or if perhaps it's a mod compatibility issue. The Deep Storage Unit MK3's don't seem to stack / collect stone blocks.

I have about 1.5K blocks in stock;
http://i.imgur.com/0ipX6NX.jpg

Yet they never get moved into the storage unit.
http://i.imgur.com/Hg1OruZ.jpg

I even set the unit on critical, yet they're never moved. The issue isn't hauling as I have 3 bots and a MAI working 24/7 on it, and I've seen them go idle whilst still not moving the blocks, the stockpile priority itself is on normal. I do use RT_Storage, but only for food as you can see, also other items like steel are moved into deep storage.

Anyone else finding this issue?

I had the same issue. I tested a lot and is looks like the Deep Storage Unit Mk. III is only accessible from the long sides. You actually have this issue twice in your screenshot, one is stuck between the wall and the second Unit, the other is stuck between two units (the one above the steel). Always leave some room on one of the long sides for access and it should work again.

Isn't there another issue with these things that allow 2 items to be stacked on them? If there are TWO item stacks then it limits the stacking possibility. ie you have 500 wood on one stack, then something is placed on the other side, anything, and nothing can no longer stack on the other side. If you only allow one item to be placed there you'll get the full stacking.

Not sure what the problem is exactly, but making the object 1x1 and only accepting one stack seems to make more sense. I love that thing otherwise, great feature.
#110
It seems to me if you make granite blocks, or whatever blocks and have an efficiency upgrade it doesn't actually consume resources. Is this because it's using 0.X of a chunk and therefore not removing one?
#111
I can confirm the bug seems to have not happened since slowing down my characters. So maybe it is what happened.

Is this going to be fixed in the core game?
#112
Quote from: cuproPanda on October 01, 2015, 01:56:48 AM
Find a way to get your colonists move speed under 12c/s. that's the only way I know. I'd even go as far as <10c/s in the event the colonist gets a buff. GT bionic legs would be the first to go, since each one raises the move speed by like 3 or 4 cells/second

They are fully invisible "Forever" as soon as they turn invisible though. Are you saying the glitch is caused by the move speed and that reducing their speed will stop it? I'm not saying they are invisible only when moving, but all the time and even the icons that are added in that modpack disappear. It's like the graphics just stop being drawn for that pawn.
#113
Mods / Ultimate Overhaul Mod invisible character glitch
October 01, 2015, 01:48:20 AM
Sorry don't know where else to post this. Maybe this happens in the normal game too sometimes. Anyhow sometimes characters become invisible, but they are still actually there doing work. You can usually see them in only in bed but when you click on them they don't have the usual character selection cross hair. Also those little icons in the mod pack aren't shown for the invisible character either. Usually going back a few saves fixes it, but it's quite annoying. Is there another fix for this? Is there a certain mod known for doing this I can disable? Thanks.