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Messages - hoochy

#16
Hey Jaxxa, I see you limited sub space transponder to only one at a time. Is it possible to allow that to be changed in the XML file? With the much longer time they take to charge and call I feel like limiting them to only one at a time is a bit unbalanced.
#17
It would be great if you could add gold leaf, and the other resources which you can only find mining like uranium. I love the concept of growing resources from the ground, the only thing that would make it better is the ground eventually runs out of those minerals and can no longer grow them.
#18
There is a bug in the robots mod. Not sure if its the game itself or the mod, but upon loading a game the textures for the "cleaners" or "haulers" base stations dont load. The error says "you cant load textures in another thread than the main thread", so maybe the mod is loading textures in a separate thread, or maybe there is a bug in the main game. Not sure.

Either way the game keeps working fine you just have these pink squares where the base stations should be.
#19
Quote from: fourknights on May 11, 2016, 04:51:02 PM
the research requirement of min five to create Vancidium needs to be removed. just increase the crafting requirement because the skill decays and eventually you will no longer be able to make late game bionics because of this

Just use the madskills mod because the current skills decaying "feature" is pretty stupid.
#20
Quote from: dismar on May 12, 2016, 02:12:37 PM
Quote from: hoochy on May 12, 2016, 12:57:37 PM
No problem, thanks for making your mod. I find your values for plasteel and steal leaf plants to be too low but overall I like the changes you made to cooking and gardens because it adds more variety to the base game! Thanks a lot for your work.

Yea I set the values are pretty low so not to be cheaty on growing resources but I might need to balance them and all plaints again due to the change in length of day. So be on the look out for a small update this weekend!

Balance them in regards to prices at trade. ie Look at what potatoes are worth, how fast they grow, etc, and then pop the same values in for the resources.
#21
No problem, thanks for making your mod. I find your values for plasteel and steal leaf plants to be too low but overall I like the changes you made to cooking and gardens because it adds more variety to the base game! Thanks a lot for your work.
#22
Outdated / Re: [A13] Hauling enabling mod.
May 12, 2016, 12:49:55 PM
Quote from: LanMc on May 12, 2016, 11:31:21 AM
I am using Miscellaneous w MAI+Robots (V 0.13.3) mods.  I can't use this with those mods if I want the hauling robots to work. 

This mod breaks the hauling robots. 

:(

Works fine for me.
#23
Quote from: duduluu on May 09, 2016, 09:25:56 AM
hello
a problem
can not cook tacos
because can not choise cornmeal in the ingredients
look the screenshot

Here is the fix, Edit recipes_cookstove.xml in the mod.

Search for the taco recipe and remove the
        <li>AllowPlantFood</li>

In the <disallowedSpecialFilters> section

It seems the ingredients are classified as non nutritious items and that recipe specifically blocks them.
#24
Anyone here who uses the PLANT24H mod can make it work with this mod fairly easily, and also dismar should patch his next version to remove his plantbase and treebase definitions as they are no longer needed.

In Alpha 13 the "PlantBase" and all "bases" don't need to be redefined in every mod, they are global in nature now. So as long as PLANT24H is loaded first, or above other garden mods, you can make them work with it pretty easily by going into the mod and removing the "PlantBase" definition in them. This will then force them to use the PLANT24H "PlantBase" and therefore they will work properly.
#25
Anyone here who uses the Vegetable Garden mod, or any growing based mods can make them work with PLANT24H relatively easily.

In Alpha 13 the "PlantBase" and all "bases" don't need to be redefined in every mod, they are global in nature now. So as long as PLANT24H is loaded first, or above other garden mods, you can make them work with it pretty easily by going into the mod and removing the "PlantBase" definition in them. This will then force them to use the PLANT24H "PlantBase" and therefore they will work properly. Hope this helps anyone.
#26
Like others have said "Not sure why the game does not have a colonist bar already".

The colonist bar works pretty well for Alpha 13, except it is not centering on my screen past a certain amount of colonists (1920x1200)
#27
Should the storage mod allow the trading beacons to see them? IT seems the beacons area of effect excludes the buildings and they don't show up in the trade window either.
#28
Quote from: Loki88 on May 08, 2016, 09:24:17 AM
Quote from: hoochy on May 08, 2016, 07:20:56 AM
Great mod, since you modify so much gardening stuff already, you should also change the ability for plants to grow 24 hours a day if lighting is available. Plants shouldn't "Rest" if they are inside with a sunlamp next to them IMO.

That's already a thing. Jaaxa has a mod just for that. I believe it's under enhanced development.

Yeah but its not very compatible with other mods, its not working for me with this mod for instance. I think I would need to go into every DEF this mod changes and use the right <thingclass>
#29
Great mod, since you modify so much gardening stuff already, you should also change the ability for plants to grow 24 hours a day if lighting is available. Plants shouldn't "Rest" if they are inside with a sunlamp next to them IMO.
#30
Outdated / Re: [A13] Mod MEGA PACK
May 08, 2016, 06:19:29 AM
Quote from: crusader2010 on May 07, 2016, 03:31:48 PM
Quote from: knainoa on May 07, 2016, 03:02:52 PM
Hello! I love your modpack. I chose to manually add Miscellaneous, Ts Mods, and Rimsenal. Of course it's not fully compatible, so I thought I would ask the creator if it would be possible to add these mods in some form or fashion. I know Rimsenal doesn't have a Combat Realism patch, but still.

Hi! I'm considering some mods from Miscellaneous, but will need to test them first. Rimsenal is already present and you can enable it (but what it adds might be too overpowered because of CombatRealism, or you might have some errors - I can't say for sure because I didn't enable it yet in my tests). About T's mods, I'm considering CoreCropTweaks; other mods could have incompatibilities with some from the pack (e.g. MoreFloors with FastFloors, ExpandedCloth with Extended Fabrics, ExpandedCrops with BulkMeals, etc).

All in all, I want to test these mods before adding them here, and that requires quite a bit of time (and there are so many to consider!) - some features might not interact properly with each other. My general focus with this pack is balance, so I'm not going to add anything that pushes the game (at least in my opinion) towards either of the extremes (too easy/too hard).

But, if everything is working fine for you, add/enable whatever mods you like and enjoy the game!  8)

Pretty sure Plant24h doesn't work with t's mods that deal with crops, at least when I tested it. Which is annoying because I really like plant24h mod but it pretty much limits what garden based mods you can use.