This is 100% the mods, please tell us what mods you're using
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#107
Ideas / Re: Your Cheapest Ideas
May 21, 2016, 10:10:47 AMQuote from: Ace_livion on May 21, 2016, 09:53:36 AMThere is a mod called stonecutting tweak wich basicaly adds diffrent bills to stonecut difrent type of blocks
in the stone cutting there's a slight problem.
if you wish to have someone cut 200 sandstone. it somehow count all the stone bricks you already have.
so a Until 200 Sandstone is considered done if there's already 300marble....
#108
Outdated / Re: [A13] Synthmeat (16.05.2016, updated to Alpha 13 by eatKenny)
May 21, 2016, 07:14:39 AM
no no, I see that you have a lot of mods, so why don't you make a mod list containing all of your mods
#109
Ideas / Re: Your Cheapest Ideas
May 21, 2016, 07:12:48 AM
When you are at a crafting bench lets say the stonecutter. There is a setting that let's you choose what skill the colonist has to be to craft, well what about a button that does this ''allow colonists with passion only'' so if my colonist doesnt have a burning crafting skill then he won't be able to craft at the stonecutter bench
#110
Outdated / Re: [A13] Synthmeat (16.05.2016, updated to Alpha 13 by eatKenny)
May 21, 2016, 03:56:52 AM
Do you have a mod list?
#111
Outdated / Re: [A13] New Animal: Nightling (Vanilla Friendly Animals)
May 21, 2016, 03:50:33 AMQuote from: Joshy1111 on May 20, 2016, 07:11:05 PMArid biomes are deserts, you can find this information in the main page of the mod.
Can this be added into pre-existing game saves? I really want this in my permadeath game save!
Edit: Also does the Nightling spawn in the Desert?
#112
Off-Topic / Re: Count to 9000 before Tynan posts!
May 18, 2016, 01:58:54 PM
3423
This will not reach 9k xd
This will not reach 9k xd
#113
Outdated / Re: [A13] Doh's Easy Agronomy
May 17, 2016, 03:28:36 PMQuote from: DoktorDoh on May 17, 2016, 08:35:30 AMQuote from: FridayBiology on May 17, 2016, 07:49:08 AM
any clues on what part 3 is?
If you mean with "part 3" what my next goals are, I plan to add a 1x2 "planter" without energy consumption but really bad growing rate. Like a balcony plant. For this I'll create some new plants like tomato and salad.
Maybe drill a hole in the ice and begin fishing?
In the future I also want to have some indoor fish farms. Not natural, where you need water on the map, more like an aquarium or fish tank.
#114
Outdated / Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
May 16, 2016, 03:15:10 PM
I havent played with this mod, but its the same in Hardcore sk's research.
#115
Outdated / Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
May 16, 2016, 11:02:02 AM
Im pretty sure this mod will be updated by someone. I hope!
#116
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
May 16, 2016, 11:00:09 AM
Ofcourse not, I backed up my save, but i already new it wouldn't work, because it adds a new skill to my colonists and it does break my ''work'' tab
#117
Outdated / Re: [A13] Doh's Easy Agronomy
May 16, 2016, 10:57:53 AM
Awesome, will grab this one when i will be making a colony on an ice sheet, but the extreme desert will be more easier with this!
#118
Mods / Re: [Mod Request] Leather/cloth type selection in Outfit menu
May 15, 2016, 02:47:18 PM
But that's the point of this request. He and ME doesnt want to micro manage and look at the gear tab every day to see if your colonists are wearing devilstrand clothing
#119
Mods / Re: Can someone pls make this mod compatable with an existing colony
May 15, 2016, 01:58:46 PM
I was just guessing, I have never modded.
#120
Mods / Can someone pls make this mod compatable with an existing colony
May 15, 2016, 01:28:05 PM
Can you please make this mod compatable with an existing colony by removing the mending skill and moving it with crafting or smithying. Shouldn't be too hard, right?
https://ludeon.com/forums/index.php?topic=19594.0
https://ludeon.com/forums/index.php?topic=19594.0
