No. I've included MD5 hash just for you. Check it if you are worried.
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#108
Releases / Re: [A15] Miniaturisation
November 01, 2016, 02:23:51 AM
Hi! My mod doesn't allow for moving wind turbines. Check this other thread out.
#109
Releases / Re: [A15] Miniaturisation
September 05, 2016, 05:30:11 PM
I've missed your post somehow. Here you go: Miniaturisation-0.14.2
#110
Ideas / Re: How to bring the colonies out into the open again?
August 09, 2016, 05:21:44 AMQuote from: keylocke on August 01, 2016, 04:39:30 AMUnfortunately, they seem to have an endless supply from space. I once stole their whole batch while they were sleeping and apart from acquiring free ammo, it didn't do much to stop the bombardment.
countering a siege is possible if you manage to burn their ammunition early.
#111
Ideas / Re: Save on death
August 09, 2016, 05:01:56 AM
I'm sorry but this one is on the player one hundred percent. If the player decides to cheat, then it is his or her decision. I am guilty of it myself (although in another game - FTL) but I didn't think to write up the game developers to punish me for my crimes.
#112
Releases / Re: [A14] Miniaturisation
August 07, 2016, 06:05:16 AM
If you are looking for a mod that will allow you full customisation and mod support, take a look at https://ludeon.com/forums/index.php?topic=22763.0
My mini-mod has somewhat been made obsolete by the great work of notfood.
My mini-mod has somewhat been made obsolete by the great work of notfood.
#113
Outdated / Re: [A14] Colony Manager
July 28, 2016, 05:24:20 AM
The biggest difference that I know of is the actual software you run on it. So, with the basic desk you don't have a computer and thus cannot run any software. With the standard desk you can run management software to monitor power, for example. The AI one has the most advanced software that doesn't require operators (managers) but can occasionally develop self-awareness to add a few flavour events to your game.
I'm sure Fluffy will be able to expand on this.
I'm sure Fluffy will be able to expand on this.
#114
Ideas / Re: Starship Wreckage Event
July 26, 2016, 10:16:12 AM
Parts of the ship keep raining down during the course of the game, yes. Can be adjusted, of course. I've had one of the most interesting games with this mod, but it's so hectic at the start and so many people die or get left behind that I decided the stress was not worth it.
#115
Mods / Re: help: how do i change visibility to public of my item on workshop?
July 25, 2016, 02:10:44 PM
Have you accepted the legal agreement?
#116
General Discussion / Re: Tribal colony vs icesheet
July 25, 2016, 05:15:26 AMQuote from: Shurp on July 24, 2016, 07:54:47 PMUnfortunately, there will be very few polar bears for it to justify a whole polar bear economy.
Maybe tribals need the ability to create light and heat from polar bear oil. And doors and walls from polar bear skin (with steel supports).
#117
General Discussion / Re: So, do you have any ideas on what I should name my new settlement?
July 25, 2016, 05:00:57 AM
Crashtown! 
Your pawns usually suggest a pretty decent name anyway. If you are playing ice sheet biome, maybe "Ice Station Zebra".

Your pawns usually suggest a pretty decent name anyway. If you are playing ice sheet biome, maybe "Ice Station Zebra".
#118
Releases / Re: [A14] Miniaturisation
July 25, 2016, 04:55:20 AM
CCL changes components after all the XMLs have been loaded, so I'd say: no, it's not possible. Furthermore, I use both and don't have this issue.
But, I've seen this behaviour before and it is indicative of some mod(s) conflict. Maybe the log hides more clues as to which ones exactly.
But, I've seen this behaviour before and it is indicative of some mod(s) conflict. Maybe the log hides more clues as to which ones exactly.
#119
Releases / Re: [A14] Miniaturisation
July 25, 2016, 04:29:51 AM
So far, enabling this functionality for coolers raises an occasional error and doesn't work consistently. I can't in good conscious enable it for the release. This is impossible to fix without changing some of the game's methods, but the good news is I am now learning how to do that and should be able to produce a CCL version of the mod hopefully soon. This first CLL version will not include coolers initially, but will have a high compatibility with other mods and their buildings. It will be a separate mod in this thread, so keep an eye out for updates.
#120
Outdated / Re: [A14] Colony Manager
July 22, 2016, 12:33:52 PM
What kind of disease? I'm asking because not all diseases require constant bed rest.