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Messages - Abrexus

#181
In less than 12 hours be on the lookout for something new and exciting ;)
#182
Hey everyone, I'm back!

I'm very sorry I haven't had a chance to post until today.  I built myself a new PC last week, then got hit with a very nasty cold.  I am just now getting my voice back.  I'm going to start on the Alpha 7 conversion, and hope to have it out before long.  Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!
#183
Quote from: Spotty on September 10, 2014, 02:45:23 AM
I'm having issues finding where to craft sand. The stonecutter's workbench only has cut stone, statues, and loose rock options. Am I doing something wrong here? Aside from this hang up I'm really enjoying the mod, it's really opened up the game and given it a more natural flow to a small group of crash survivors.

It sounds like there may be a mod conflict.  The stonecutter's bench from SC doesn't have statues, so whatever mod you have that adds that is most likely the culprit.
#184
Quote from: Tasher on September 07, 2014, 07:04:34 PM
Is there a way to show the amounts in-game at the crafting tables for the recipes? Would help to know right there how much of each item is needed to make stuff.

Edit: Can you integrate the colonist only doors in next version upgrade? Just started a new colony, and not 2 minutes after landing about 15 visitors came past and ate all my ration packs right off the bat. Walked right in my room I had just moved them to, and ate every one of them.

Colonist only doors is integrated in 2.11 - I know it's working because those pesky colonists really get on my nerves and they haven't been bothering me since it was added :)

On a grand note.....Haplo has graciously accepted my offer to integrate Miscellaneous with MAI mod, so expect to see that very soon!
#185
Quote from: Leird on September 07, 2014, 01:25:13 PM
I just wanted to hear if it was right that 5 cotton gives you 10 cloth. I'm thinking it should be the other way around?

It originally was that way, but based on some feedback I changed it around.  I'm open to changing it back though if you find the balance a bit off.
#186
Quote from: MelanisticAlbino on September 07, 2014, 08:37:14 AM
I love this mod! Been using it together with Project Armory+Realistic Weapons.

I have noticed a massive bug though and I believe it could be caused by this mod. When a large number of hostiles attack my base, it lags like hell. It drops to 1 FPS sometimes, and all the hostiles only focus on destroying my CRAM shield, but immediately when the CRAM shields get destroyed the game is super smooth again. Could it be that because the CRAM has such a high priority that it somehow messed up the game? All I know is that this doesn't happen if I don't have any shields.

Edit: It appears that it might not solely be the CRAM but also blast doors causing this. I'll have to keep testing.

Besides that, I love it.

Oh, and also, something like barbed wire and trenches!!! :)

I'm glad you're enjoying it!  The blast doors shouldn't be a problem as they are simply a standard door with a different texture and health.  The shields however could be.  That is actually Jaxxa's shield mod he kindly allowed me to integrate, and unfortunately the code is all his.  You may want to post in his thread and see if there is a known issue and I'll look as well.  If there's an update to his shields, I'll include it in the next update.
#187
Quote from: patrykbono20 on September 07, 2014, 02:11:54 AM
from Crafting I get only Sewing Table, where are only appreal, dont have a recipe for cloth.

Have Apparello mod, latest version, download latest version of Superior Crafting, this both dont work correct ?

There may be a mod conflict between the two.  The loom unlocks with crafting I - we are working on an apparello integration that should be released Tuesday.  That will give you everything in one mod (Thanks to Shinzy's kind support)
#188
Quote from: TheGrover on September 06, 2014, 02:31:35 AM
How do you guys set up your first three colonists? Im finding it a massive struggle to get set up, i usually dont have any structures within the first week due to a lack of processed resources :(


Here's my starting area....I like to make use of any natural areas I can use to limit the amount of walls I have to build.


This is after a bit of playtime (2 zombie raids and two tribesman raids)
#189
Quote from: CosmicKobal on September 04, 2014, 02:53:54 PM
I noticed what appears to be a bug with the steam generator. Building the first one is no problem, but when trying to 'power up' any more, you have to lower your energy requirements so that you have a SURPLUS of extra energy. otherwise the new steam generator that you're trying to turn on won't actually turn on. I triple checked each time i tested this. I DID have a hopper full of wood connected to the generator.

unitil/unless this is fixed, just double click all your lights or powered doors or turrets, turn them all off and then back on again as soon as the new generator turns on.

Save exit and reload fixes it.  It's a bug that affects many things including the missing textures.  The code is correct and there is no workaround.
#190
Well, I have to say I am really enjoying the mod!  It started out as a test to make sure it was compatible with my Superior Crafting mod, but now I don't think I will want to play a game again without it.  Excellent work!
#191
Quote from: EdB on September 04, 2014, 12:09:22 AM
Quote from: Xerberus86 on September 03, 2014, 10:27:20 AM
two suggestions / requests:

All good suggestions.  I'll definitely look into each one.  I think adding prioritization to the workshops would probably be the most difficult of those for me to do, since it really gets into how crafting jobs are assigned to colonists.  I haven't really looked at that aspect of the code enough to know whether that change is possible--but I agree that it's a good idea.

The others are all definitely possible.  I'm not sure when my next update with new features will be--I'll probably wait until after the next alpha release--but I'll try to add at least one of these.

Excellent mod good sir!  I use it with my mod Superior Crafting, and it works fantastic.  I think what he's referring to is allowing you to change via the UI the priorities stored in the BaseWorkGivers.xml file.  That has priorities set for each workbench, and a <priorityInType>100</priorityInType> variable.

I also would love to see this added, but I agree it would be a bit on the tricky side.  BTW, I love the colonist group bar your mod adds to the top of the screen.  It really is a game changer for me.
#192
Quote from: Cr0ss0vr on September 03, 2014, 09:41:45 PM
Weird, i've tried this setup on 4 different computers, and on the first computer the game works as normal, with errors about wind turbines and digging from Power+ but everything works as it should, i have all powerplants (wind and log-powered steam)... the second works like the first, both using windows 7 the 3rd uses windows 8, also working perfectly. The 4th has these errors, the only difference I think it could be is Visual C++ redist. 2010\12

Sadly Better Power ++ is not yet updated for alpha 6, so there may be any number of glitches going on there.  According to their thread he ran into a bit of a snag, but is working on it I believe.
#193
Quote from: Matthiasagreen on September 03, 2014, 05:15:51 PM
Quote from: Abrexus on September 03, 2014, 04:29:49 PM
Updated to 2.11
Fixed the Wine & Shroom-Stim code so they work as intended.  Shroom-Stims will now be properly consumed during the psychic drone event only (addiction removed).  Berry Wine will only be consumed if the pawn is close to having a mental break.

It shouldn't....I loaded from multiple saves with it and it worked fine.
will this update break a save?
#194
Updated to 2.11
Fixed the Wine & Shroom-Stim code so they work as intended.  Shroom-Stims will now be properly consumed during the psychic drone event only (addiction removed).  Berry Wine will only be consumed if the pawn is close to having a mental break.
#195
Quote from: Leird on September 03, 2014, 02:13:03 PM
Is it possible to deconstruct or destroy the armor breastplate? Not power armor but the regular armor plates.

You should be able to "Deconstruct Vest Plate" at the smithing table.