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Messages - kosh401

#16
Question about mapgen: Is there a limit or range to the quantity of loot that spawns in the pre-built structures? I ask because I had a game with ~40,000 jade in a single stack inside a structure once I opened it up, and just had a new game with ~4,300 Luciferium inside a structure once I opened it up (as well as 2,250 Jade there).

I'm using Stack XXL on its default stack settings and am wondering if maybe that is what causes this during mapgen or if it's possible to happen on its own? Neither Jade or Luci stack that high on their own even with that mod so I'm curious what's up. Thanks!
#17
Releases / Re: [A12-16][MODLIST] Fluffy's Mods
January 09, 2017, 07:57:27 PM
Quote from: hwfanatic on January 09, 2017, 05:38:30 PM
Can you please help me disable the maintenance list on the left? I think I may have enabled it somehow - don't know how.

Screenshot: http://imgur.com/mMBXCYW

EDIT: And the increased breakdown rate since the update caught me by surprise.  :)  I don't yet have the necessary research and my base is literally breaking apart.

Came here looking to see if it was just me! And now having looked at the Workshop comments for Breakdowns, there is definitely something off. My entire colony is buggered with constant breakdowns and all pawns on lvl 1 repair priority still can't keep up so I'm assuming something goofy happened and this wasn't intentional. Poor Fluffy, a modder's work is never done :/  (thx for the work + robots fix btw!)
#18
That was quick and yep it's fixed. Cheers!
#19
Hey Love, thanks for your efforts with A16 updates.

I just noticed I'm unable to haul pyschoid tea. It either fell off a dead guy or came from a drop pod (I'm not quite at the point to produce it), and I noticed a pawn making a run to drink it. I've been trying to figure out why I can't haul it but it just keeps saying I have "no empty space configured to store it" and I'm not seeing it on my stockpile item lists. Normal "tea" is there as is "psychoid leaves" but I'm guessing there should be "psychoid tea" as well?. I can give the order to drink it just fine where it is on the map and it shows up with the mood buff once drank.

Any ideas? Hopefully/maybe I'm just missing something dumb and easy..
#20
Quote from: lukasix2273 on August 24, 2016, 11:51:27 AM
Bugs:

1. Sometimes zombie(s) spawn too far from base and just idle/wander in their spawn location.


I believe that's actually intended and meant to force you to venture out and finish them off before travelers come by or your pawns wander too close and get bit. It can be annoying at times but I overall I don't mind it.
#21
The Breadowns mod is actually updated and working and basically gives your buildings a maintenance HP ticker of sorts that your pawns need to repair as it degrades down from 100%. If the building isn't maintained then it will have short circuit/'splody issues. As opposed to just purely random ones. Great little mod, highly recommend it.
#22
My buddy and I are also seeing some buggy behaviour when it comes to roofing and indoors vs outdoors rooms since adding Ext. Storage, but we also just added Justin's Zombie update and Industrialization so I wasn't sure whats causing it. At least the storage itself is working as far as I can tell so far (thanks!). Also reloading the game when a room is bugged out as ourdoors when it should be indoors has fixed it so far for us.

As an example on a fresh map, I finished off a pre-existing wall section for a small battery storage structure and it would not change from outdoor to indoor. But while it was "outdoor," rain did not hit the batteries and nothing exploded etc. But when I put a bed in that room and try to designate it for prisoners, I got the outdoor warning saying I can't do that there. Reloading the game switched it back to indoors tag and I could do the prisoner bed there.

Anyway hasn't been game breaking yet for us and I'm just happy to have the storage working :D
#23
Thanks Skully, very happy to hear that :D
#24
Crash events will happen later on too, just only 1 'piece' (weapon deck etc) at a time unlike the beginning. You'll get the crashing starts/ends message for it too.
#25
He did and it's linked on the previous page. Workin good so far :D
#26
Love this mod :D 

Question: Is there a way to deconstruct the new clothing? I like to set my stations to dismantle clothing that's under 50% and less than normal quality, but workers don't seem to do that with these new items. Do I need to get further along with research/tables before they will be included in the bills such as 'deconstruct hats' etc.?

#27
I've also been hoping for even just the industrial cooler/heater. If you can get'r updated that would be awesome, thanks Loki.
#28
It's really quick and easy to remove the rain stopper that's on by default for the first little bit during the crash sequence. It's just changing a "true" to "false" in the OptionDef file for the mod. It's formatted really well, easy to read and navigate (barely a full window of stuff in it anyway).

I like it on myself. I find a good trick is to just not beat out all fires but save the drops you like, knowing you can't save it all. Making a couple temporary stockpiles to get things out of the fire and to collect after can work well.

Anyway definitely give it a try, it's a great mod and adds a lot of flavour to the opening! What drops and what you choose to save (if you can) can really change how you begin your colony, rather than using same sort of build orders.
#29
Thanks Katavrik, it's working now :D

Korn, mods that change the map generation are likely conflicting. I had to remove EnviroSeeds to get Crash Landing to work, so maybe it's your Zen Garden or Misc Map Generator causing it (not very familiar with those ones). I have Apparello working fine with Crash Landing so it's not that at least. I'll attach a pic of my mods since we do have some overlap. Good luck!

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#30
Quote from: notfood on April 25, 2016, 03:20:34 PM

Linux user here.

I tried Crash Landing Compatible with EDB Prepare Carefully with no success.

If PC is loaded first CL doesn't do anything.
If PC is loaded after CL, the message of the crash appears but no crash happens. I waited a very long time.

Manually spawning the events doesn't work either, it says Unimplemented Incident CrashLanding.IncidentWorker_*.

Thanks for updating for A13, but I can confirm this problem (not Linux here). Only difference is I'm not seeing the crash landing message regardless of whether CL is above or below PC in the mod order.

I also tried forcing the events and got the attached error.

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