and your pic looks just like my cuddle buzz(nickname) name was bozzley, unfortunately he got mouth cancer, and had to be put to sleep, and I STILL miss the big black cuddle buzz (all 20 pounds of muscle) and could even shake a concrete slab building with his second and third stage purrs, and I STILL want to scrach your chin
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#932
Outdated / Re: [MOD] (Alpha 7) A2B: conveyor belts & co. [v0.7.0]
October 19, 2014, 06:38:37 PM
I have tried the suggested method with a loop back to before the initial split off the food selector, but the five selectors in the main select of individual foods to feed the kitchen keep getting filled up and I have to manually turn off the selecting of the food so that the other foods continue the orbit till there is space.
here is ascreenshot of my colony (note only 8 colonistshttps://dl.dropboxusercontent.com/u/8023186/pics/screenshot4.png
here is ascreenshot of my colony (note only 8 colonistshttps://dl.dropboxusercontent.com/u/8023186/pics/screenshot4.png
#933
Outdated / Re: [MOD] (Alpha 7) A2B: conveyor belts & co. [v0.7.0]
October 18, 2014, 08:55:18 AM
noone, a suggestion for a possible improvement for the selectors ie when an output is blocked they behave like the splitters ie blocked output diverts to unblocked output, this way I ould have a circling stock on the conveyers and when space forms in one of the selected outputs the selected item (when it comes around again is sent out through the selector)
#934
Outdated / Re: [MOD] (Alpha 7) Natural Terrain Flooring
October 15, 2014, 05:25:47 AMQuote from: InfiniteRemnant on October 12, 2014, 06:55:46 PMbut the fertilizer pump DOES convert all tiles other than wall/stone/ore tiles to soil, and I have used this to slowly convert water and deep water to soil for building/growing onQuote from: AHare on October 12, 2014, 06:13:18 PMyou can't add something to the concrete that bypasses the no-build rule? like an inversion of the restrict code or something?Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PMTo build anything on water or mud, I still have to modify the water/mud, which makes everything buildable on them. If I want to restrict it to just concrete I'd have to limit everything else the same way I am now, so I'd be changing even more stuff.
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.
or a rewritten clone of the fertilizer pump that "dries out" the terain, turning Mud/water into sand or gravel or something?
#935
Outdated / Re: [MOD] (Alpha 7) Extended Stoneworking v1.0
October 15, 2014, 05:02:10 AM
possibly because you only had the first recepie in the menu, personally I set up ALL the recepies in the stonework bench, not just the first
#936
Outdated / Re: [MOD] (Alpha 7) Extended Stoneworking v1.0
October 13, 2014, 06:37:24 PM
yes, it would make a perfect addition for prison walls with a huge negative mood and huge fear(conversion speed) increase, as it would remind the prisoners that either they join the colony OR they join the WALL
#937
Outdated / Re: [MOD] (Alpha 7) Extended Stoneworking v1.0
October 13, 2014, 03:09:01 AM
WHEN will you produe this?
harpo
harpo
#938
Support / Re: prisoners won't take food from the dispenser
October 12, 2014, 06:23:58 PM
what I use to for the prisoner food is a storage area with the only allowed items being the raw human meat (yes I am nasty in that I force the prisoners to eat human meat of their fallen comrades) and paste/simple(potato only) meal, with critical priority, and have storage for better meals outside the prison, while the warders do sometimes take better meals in to the prison, most of the time the prisoners get the locally stored food
#939
Ideas / Re: Your Cheapest Ideas
October 12, 2014, 06:03:28 PMQuote from: Haplo on October 12, 2014, 10:30:12 AM+1
Something for us modders (helps with savegames from other players):
-An savegame entry about which mods are active
-Maybe a check, if all the needed mods are active when loading a savegame?
basically I also want the active mods list to be saved in the savegame
#940
Outdated / Re: [MOD] (Alpha 7) Simple Medicine Craft
October 10, 2014, 05:40:30 AM
I also received an inexpected end of file when unarchiving thdownload, but as I had downloaded a couple of days ago (apparently before the server move) I am attaching mu previous download
[attachment deleted by admin: too old]
[attachment deleted by admin: too old]
#941
Outdated / Re: [MOD] (Alpha 5) Giant Land Squids (Meatballs) 1.0
October 10, 2014, 05:24:24 AMQuote from: skullywag on October 09, 2014, 06:48:10 PMskully you can wag on here for a copy of the a5 meatball that I had downloaded
I cant, the files are broken from the server move, I need someone who has it to upload it.
[attachment deleted by admin: too old]
#942
Outdated / Re: [MOD] (Alpha 5) Giant Land Squids (Meatballs) 1.0
October 09, 2014, 05:32:34 PM
I id download and play it back in a5. was a nice extra source of meat
#943
Outdated / Re: [MOD] (Alpha 7) Right Tool For The Job (v0.9)
October 09, 2014, 07:26:56 AMQuote from: Iwillbenicetou on October 07, 2014, 08:42:12 PMI also would like to have a itchyflea scratchpack
Hey ItchyFlea, you should make a modpack with all the mods you have ever made, would be fun to see.
#944
Off-Topic / Re: MuscularTeeth Art
October 09, 2014, 07:08:26 AM
as far as art show posters go that is not too bad, some of the ones I remember (from the 70's (long BEFORE computers 'helped' the design confusion) made that poster look good, and no I do NOT want to remember any MORE about them other than plain text (stylish typeface) and only the biggest local art community members listed , and all the other artists were only mentioned on the the cards below their painting/picture INSIDE the show.
so the best of good luck with the show
so the best of good luck with the show
#945
Support / Re: [Alpha7] Windowed mode window is always on top of desktop
October 09, 2014, 06:51:10 AM
but in the previous alphas, we did NOT have to minimise rw to switch to another program and was a little bit more convenient for that reason, and also this behaviour also BREAKS the default windows behaviour of non-focused programs not remaining IN-FRONT of the program WITH focus.