I didn't even expect it to happen so soon! Thank you kind person!
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#16
Outdated / Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
June 20, 2017, 01:49:31 AM #17
Outdated / Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
June 14, 2017, 01:45:57 PM
"50 Cal, 155mm Howitzer..." seems like it's another mod, Not this
#18
Outdated / Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
June 13, 2017, 05:34:49 AM
Seems like this guns from the turret bases can be generated and appears on the map events in the stash
#19
Outdated / Re: [A16]RuntimeGC In-Game Cleaner
May 15, 2017, 03:03:55 PM
OMG! Man, You helped to return of my interest for this game. Thanks Dude
#20
Releases / Re: [A16] Miscellaneous w Robots (V 0.16.5 / 14.01.2017)
January 14, 2017, 03:10:52 PM
About "started 10 jobs in one tick." I had the same problem with autoseller mod, after disabling this mod - all alright
#21
Outdated / Re: [A15] Zorba's Miscellaneous Tweakery Mods
October 25, 2016, 05:38:25 PM
very useful mods. We need more macro! How about some copy\paste functions for work tables settings?
#22
Outdated / Re: [A12d] Tools for haul. Animal will help us! V1.5d 22-10-2015
August 24, 2016, 06:59:17 AM
Very good mod, though not without problems. But very strange why not supported...
Maybe with haul functionality had some bugs but backpack with ability keep additional weapons, tools and items it's very helpful!
Maybe with haul functionality had some bugs but backpack with ability keep additional weapons, tools and items it's very helpful!
#23
General Discussion / Re: Is there an easy way to find underground Geysers ?
August 23, 2016, 12:04:05 AM
Seems the closed areas without a roof in the mountains become visible when there is heavy rain. But maybe i'm wrong and it's already fixed now
#24
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.11 / 31.01.2016)
March 02, 2016, 07:07:49 AM
it would be cool if the bots are not finding work, then there returning to its charging station instead idly wandered
#25
Outdated / Re: [A12] Adaptation Refusal 0.7b
February 12, 2016, 06:33:29 AM
For the recipe of Improved Slag Vest, in the <fixedIngredientFilter> field you put Slag_Vest_Improved instead Slag_Vest_Crude, because of that impossible to make Improved Vest version
#26
Outdated / Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Stats by Pawn Manually
October 15, 2015, 01:08:19 PM
Hi soulkata. I play with Mending mod and My colonists all day dress up and mending clothes with the 99% health with your mod Can you create additional version without clothes health scanning?
#27
Outdated / Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
October 14, 2015, 04:52:21 PM
Hi Wasteland. Veeeery useful mod! Sorry I haven't written this before
But it may be time to move further? How about quality improvement Table?
But it may be time to move further? How about quality improvement Table?
#28
Mods / Re: [Mod Request] Improved outfit config
October 14, 2015, 10:49:20 AM
Thanks you Skullywag and Marsh Acas, autoequip really helped
#29
Mods / Re: [Mod Request] Improved outfit config
October 14, 2015, 10:35:16 AM
correctly, but colonists not looking for the best by quality within the established rules as I said before
#30
Releases / Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
October 13, 2015, 07:31:49 PM
I noticed that all (or most of) apparel without visible qualities has "average" (or lower) quality by default. For example the amulets like compas\ fang \ tag... thereby difficult to setup high quality outfit.
And I hope in the next update you will add more of high tech apparel to the craft like HighTech gloves\boots, medium armor, etc.
Thanks
And I hope in the next update you will add more of high tech apparel to the craft like HighTech gloves\boots, medium armor, etc.
Thanks