Awesome. I see you updated the main image on the first post too, some really nice art there. What are those two things in the middle of the back of her armor in the image though? Exhaust ports?
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#17
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
January 03, 2017, 07:05:26 PM
What kinds of containment measures are you planning Telefonmast? I think a placeable object that prevents tiberium growth within a certain radius would be pretty useful. I've seen tiberium occasionally sneak past doors as pawns move through them.
#18
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.0
January 03, 2017, 01:05:58 AM
I haven't experimented too much with this mod yet, but is there any way to prevent green tiberium from strangling the blue tiberium fields besides blocking the blue from the green before it gets too close?
#19
Outdated / Re: [A16] Better Shooting Skill (v1.0.1) (1.1.2017)
January 01, 2017, 07:30:36 PMQuote from: XeoNovaDan on January 01, 2017, 02:16:03 PM
The 98.7% chance happens at one tile, and the 98.7% (0.987) is then exponentially multiplied by the amount of tiles you're shooting at (e.g. 98.7% at 45 tiles would be: 0.987 to the power of 45 = 0.55497... or 55.497% shooter accuracy.) The weapon the percentage is based on is an Excellent Quality Sniper Rifle which has 100% accuracy at all ranges, so the accuracy is 'bottlenecked' purely by the shooter.
Huh, I never knew accuracy worked that way.
#20
Unfinished / Re: [A16][WIP] Persistent Worlds [31.12.16 AEST][Save Files Needed]
January 01, 2017, 12:19:18 PM
This looks pretty cool. I don't have any saves to spare though, all of mine are very heavily modded.
#21
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.0
January 01, 2017, 12:17:44 PM
Those are some nice sprites.
#22
Outdated / Re: [A16] Combat Realism v.1.6.9.2 (28.12.16)
December 31, 2016, 06:28:24 PMQuote from: Nialkier on December 31, 2016, 06:32:26 AM
Why enemies do not shoot in my pawns behind the embrasures?
They just pass by, trying to destroy some base objects and die. They not even try to break the embrasures.
Because Embrasures don't work very well with enemy AI, which is why they're typically OP.
#23
Outdated / Re: [A15/A14/A13] Aristocat's mods
December 31, 2016, 06:24:14 PMQuote from: Berkyjay on December 31, 2016, 04:13:10 AM
I ran into a situation where I couldn't install any prosthetics. I would either get a deadly fail or the pawn would complete the surgery but nothing happens and the prosthetic was used up. I attempted to go into dev mode and god mode the limb back so I could continue playing. But the limb didn't show up in the god mode list. I tried uninstalling the mods but the save seems to be in too deep.
I've also gotten the same problem.
#24
Releases / Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
December 30, 2016, 08:24:07 PM
Oh, the problem was Remote Explosives? Weird.
#25
Outdated / Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
December 30, 2016, 08:12:51 PM
Your problem is probably Combat Realism, Jiangshi.
#26
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.0
December 29, 2016, 06:18:53 PM
It would be pretty funny to see this crossed over with the Cults mod to worship Kane and get Tiberium related blessings.
#27
Releases / Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
December 29, 2016, 04:58:53 PM
I'm also unable to generate a world.
#28
Releases / Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
December 23, 2016, 10:34:45 PMQuote from: jecrell on December 23, 2016, 09:49:26 AM
Updated!
It was an easy fix.
Let me know if anything else happens.
That fixed it, thanks.
#29
Releases / Re: [A15] [A16] Call of Cthulhu - Rim of Madness Expansion Pack
December 22, 2016, 10:41:49 PM
My colonist doesn't seem to be able to write the Book needed for cults.
Code Select
Exception in SetupToils (pawn=Macey, job=WriteTheBook A=Thing_Human1085): System.NullReferenceException: Object reference not set to an instance of an object
at CultOfCthulhu.JobDriver_WriteTheBook+<MakeNewToils>d__5.MoveNext () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.SetupToils () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:SetupToils()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
CultOfCthulhu.MapComponent_LocalCultTracker:CanDoJob(JobDef, Pawn, Thing)
CultOfCthulhu.MapComponent_LocalCultTracker:CultSeedCheck()
CultOfCthulhu.MapComponent_LocalCultTracker:MapComponentTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
#30
Releases / Re: [A15] Static Quality Plus A15.1.1
December 22, 2016, 02:41:27 PMQuote from: zlj on December 22, 2016, 11:54:24 AMQuote from: MisterVertigo on December 20, 2016, 09:19:51 PM
Love this mod. Looking forward to the A16 version!
Looking into it. Something seriously farked with the mod though, just exchanging required version numbers doesn't do the trick =|
Maybe it's because construction and repair were merged?