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Messages - Atomisk

#1
Ludeon needs to hire this guy :D
#2
I'm using vhydro compatibility crops and for whatever reason i'm getting a null thingclass for all the added crops. I tried changing the load orders around to have vhydro ontop or on bottom, but that doesn't change it. This kind of just causes my characters to stand there and do nothing while they try to plant any of these things. Thankfully it doesn't break the game, just makes me unable to grow the new stuff. :P
#3
Quote from: Fluffy (l2032) on June 07, 2016, 03:34:12 AM
Thanks :) I was rather pleased with it myself - it's really just reusing vanilla assets/code though :p

yeah but it's cool design choice nontheless. Say uh, I have the same problem with duplicate building keys, i guess. But I'd really rather learn how to fix it myself because whatever's happening is happening repeatedly and i'd rather do maintenance on my save than remove any more of my mods. I think it has something to do with spawning buildings in god mode, but i havn't played a game without god mode yet. In which case, it's more a bug that i need to report to the actual dev as it sounds like an issue that can interfere with mod testing. :P


Oh i mistook your message as you saying you edited his save or something. you just uploaded a fixed version of the mod?

Edit 2: Well i just installed the update and it even worked with my dead save! Thank you so much for the fix. :D

Edit 3: Okay fuck it, since you ask in the mod description, lemme give you an evualuation of breakdowns, because i love you for it, and it NEEDS to be the vanilla mechanic, it is far superior. I find it strange that i can't prioritize repairing something unless it's in the homezone but i think that's vanilla pawn behavior... I do however, only have actual breakdowns when i have noone assigned to repair, or people are too busy to repair and it's very gruadual. When i realized the mistake i was making, though, almost my entire base was covered in smoke and i was freaking out because i couldn't prioritize something that wasn't in the home zone. It was only undesignating my repairer from other work that threw me for a loop with the REST of the base. Still, the threshold for breakage is perfect for small colonies... might get too easy in higher colonies, but i tend to keep population low anyway.
#4
I have had less trouble with visitors on a smaller map, but this still means larger maps simply kill relationships. I like the no-hostility unless they are attacked by your colonists, but how about if they definitely die on your map, too? I do think it's too easy if they just don't get mad unless you yourself are a prick. Make a version for small maps that is penalty based on time, and larger maps is penalty based on hostility. :D


Edit: I did not realize there was an update, this is on the previous version :o
#5
i get the message that people dissapear FAR too often in my map. People going missing in my territory after they have already left the map. I have no other mods that can possibly cause a conflict with yours, it just keeps happening. They depart, they're gone off the map, and the next morning i get a message about an angry chief. This has happened so many times my relations are destroyed with the only factions i can trade with, meaning i am now basically perminantly out of silver and have too much damn storage space used up. A bit of info, this is on a save existing prior to installing the mod, and several other mods that don't change anything with factions or visitation. I do have fluffy's dynamic relation chart, but this happened before i installed that mod. I also have the prepare carefully mod, which effects things even before i started my colony and is the mod i started with before adding a whole bunch of stuff. I will try playing on a smaller map with a new colony, even though this map isn't too big... and post my results.
#6
Ideas / Re: Suggestion: Custom Memorials
May 26, 2016, 03:33:09 AM
the engraving turned out to be of an elephant. for some reason. i mean customized, not random gibberish.
#7
Ideas / Suggestion: Custom Memorials
May 26, 2016, 02:25:34 AM
Memorial slabs would be great, if we could write down what happened to someone so we can remember the story later on in the colony's life. I'm gonna put a dog in a sarcophagus because they saved someone's life. Gotta remember why I did it later, right? :P
#8
I wanted to say that I love your mods. Modular and specifically what i needed. Not just these, but also the defensive mods are such a nice bonus, and the misc mods. I even replaced someone else's embrasures with yours and didn't even have to replace them ingame. They were already there, with your much nicer texture. Thanks so much for your hard work on these fantastic editions. I personally think your stuffed power mods need to be in vanilla. ;D
#9
Wanted to report small 'incompatibility' issue with your relations menu and the hospitality mod. While visitors are in your colony, you can't see colonist relations. You can still see faction relations. Not game breaking, but I figured I'd let you know. On a side note, I have installed relations and breakdowns on a 2-year running save and i am happy to report nothing is broken. There is one problem with breakdowns that I noticed, but it doesn't really matter as repair is fast. When you reload the save, everything resets to 100% maintenance.

I know the relations/hospitality incompatibility must be it, because i have no other mods that effect visitors, and i can only not see colonist relations when i have visitors. Don't know if you can fix that or not, but as soon as they leave the map i can see my people again. Also, I love these two mods.

P.S. love the description of the breakdown mod.
(Replaces breakdowns with an actual game mechanic) shots fired!!