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Messages - MightyGooga

#46
I would like to ask if the Animal Colab project is included in the SK Hardcore modpack. Its not listed, but it feels like it is included. Can anyone confirm please?

I also would like to ask what are the main differences between CE and CR? I mean, are they totally different in mechanics?
#47
May i ask if the Animal Colab Project mod, is compatible with CE?
#48
There is something strange. I have 2 colonists forming a caravan, and 240 pemnicam, It says the food will only last for 0.9 days... For normal food its seems fine, i 4 roasted meals for 2 colonists a day.

I just realized also that if you put muffalos on the caravan... the days of food fall a lot.
#49
Question: There isnt anymore the option to build medium coolers? I know redisheat is out, but, Im missing the medium coolers for large walkin freezers. Now I have a 11x11 area, with 4 small coolers, and they are not handeling it well...
#50
Hey you all. Is this mod going to be updated?
#51
Quote from: SilverDragonLord on June 28, 2017, 03:06:26 AM
Quote from: xyberangel on June 27, 2017, 11:41:42 PM
For the honey bug I fixed it by removing honey from the pawns inventory, then dev mode destroying it.
Thanks mate.

Question of order here. Are you the SilverDragonLord from UTUBE?
#52
Hey,

So whats up with taming jobs? Is it possible to reduce amout of food required to tame through def files? As it is, you cant have an equipped peon, almost never capable of doing taming. He must be naked and at least have a backpack... Enven so. When you have a backpack, a hammer, a handaxe, a m16 and 90 rounds, it wont let you tame.

On top of it, peons act really weird when carrying food. Even if they are doing a hauling job, they keep the taming food on inventory, which messes up with their carrying capacity..
#53
How to edit Mineral Deposits (#mineraldeposits , #mineralnodes, #deposit of minerals)

So after a long, and tiresome search, I found out how to edit mineral deposits. I decided to post here, so to share with anyone looking for the same thing.

All you have to do is to edit the .rws save file, and look for (Deposit of Minerals, Deposit of Rare Minerals and Oil field) in the file. Delete them and then it will be gone from your map. Hope this helps.

The save file is in the ludeon folder on %appdata%

EDIT:

Ok, dont do any of this. I just checked and it ruined my save.
#54
Guys, sorry to insist again. I have been looking for a way to edit mineral deposits (Delete them from a save game) all over the place, reddit and all. I know in the past I did the same search, and foun a way to do it, by means of editing some file that contained the data for those deposits. But I cant find it anymore. It is drinving me crazy.

I know you cant delete them from the DEV MODE menu. Please someone help here.

I cant figure it out what mod is placing those mineral nodes. Is core based?
#55
Waiting for updates on this too. Or at least, someone to take it from here. Nothing against MAI Robots, but these droids are fun.
#56
Mods / Re: Community Animal Pack
June 23, 2017, 02:17:20 PM
Hey Cucumpear, thansk for the reply.

I tried to add the tag, for Alpacas. But nothing really happened. What is XPATH? Maybe will dive into that to learn.
#57
Hey Guys,

Can anyone tell me how to delete a specific deposit of minerals? I know you have do go to some xml file and delete it from there but Im not sure where to find it anymore.
#58
Mods / Re: Community Animal Pack
June 22, 2017, 03:43:04 PM
Hey guys,

Can someone tell me if there is a def file for configuring if a animal can pack stuff when on a caravan?
#59
Seriously,

What mod should I use to allow for more pack animals? And Are horses a vanilla animal?
#60
Can someone tell me what mod in the a16 version, would introduce horses, and allow for a diversity of animals to act as packing animals?

In A17, i tamed 2 lamas, trained them to obedience but they wont increase haul capacity when forming caravans.