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Messages - moonra

#16
Releases / Re: [1.0] Cargo Pod Transport
January 13, 2019, 05:44:27 PM
Quote from: Operative85 on January 06, 2019, 10:29:52 PM

Not sure if you could drop items from inventory from the World Map. Try doing so before trying my aforementioned suggestion.

You can, but you lose the item.
#17
Did you make the new mechanoids drop a certain amount of material stacks [if that is even possible] when disassembled? Because the armored and advanced armored centipede give me insane amounts of specially steel when I do it, the armored one gives me about 3k steel each, IIRC, and the advanced one over 5k. I'm playing with StackXXL so each stack of steel is 750 and I can only imagine that to be the reason.
#18
Does this work with Better Pawn Control? This might make that mod obsolete but I'd like to know if they work together 'cause I want to add this to my current colony but don't wanna remove BPC.
#19
How can I make the laser drill not work without power? I like it quite a lot but having something mine basically for free is a bit too much for me. I looked around the defs but couldn't find anything.
#20
Quote from: Operative85 on October 31, 2018, 02:25:53 AM
Hi! May I ask for permission to upload my modified descriptions for all the items and buildings across all the Rimsenal packs? I've edited every description that contained inconsistencies and errors such as grammatical, capitalization and spelling errors, as well as labeling the items more clearly to indicate what they really are and what company/faction they are from. To be clear, I have not erased any part of the flavor texts as to stay true to your lore, but I've only cleaned them up and corrected their aforementioned errors.

Thank you!

While waiting for a reply from the mod creator, can I get a link to that, please? I've thought about doing that and did it in part while messing around with the numbers, but since you fixed everything I'd love to get it, the misspellings/grammar errors/etc are quite distracting. PM me if you don't think you should post it here without an answer from the creator, and thank you in advance.
#21
Releases / Re: [1.0] Better Pawn Control (v1.9.4)
November 06, 2018, 01:33:35 PM
Would it be possible to make it so if you have multiple policies with the same name they're all applied when you pick any of them?
For example, I have Everyday and Danger policies for my colonist/animals allowed areas and outfits and it's annoying having to swap back and forth on all 3 tabs every time I have a raid.
#22
Dunno if it's this mod causing it or Alpha Animals but I'm getting some funky stuff when taking the Meadow Aves out on caravans. The caravan speed I get seems to be kinda random, sometimes it shows 20 tiles per day, sometimes 40, and while doing a caravan request I got 120 tiles per day.
https://i.imgur.com/dsxTsqJ.png?1
Those are some dang fast Chocobos.

Also, when I get somewhere and try pick stuff up and put it on the animals it always say they don't have space left for it, even if they're only carrying a bit of food or something like that, it shows on their inventory that they have 7/0 kgs, for example.
#23
Huh, it was that indeed. Not much of a surprise tbh, I don't think I updated 7zip once since I installed it.
Thanks, Canute!
#24
I'm getting an error with the More Trade Ships file at the Nexus "cannot open file as archive".
#25
Would it be possible to make it so pawns only "attempt hookup" while in the Home area, or an option for that? Pawns crossing the entire map for a chance at a hookup is really annoying.
#26
Nice! Started playing RW again a couple days ago and was sad to see this wasn't updated yet, so I got Alpha Animals instead, but now I'll have to use both and I'm afraid I'll probably never see a vanilla animal again.
#27
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
November 02, 2018, 01:34:08 PM
I had a Feralisk event in my boreal forest base that was pretty silly, her eggs were all "ruined by temperature", so no swam of spiders in my area and when it got colder [she showed up in Fall] she just left. I'd say either increase her temperature resistance or prevent the event from happening when it's gonna be too cold for her, no idea if that's possible, though. 
#28
The flee option in 4M reminded me of the idea I had the other day: berserker raids, melee only, never flees.
Could also be a cool mechanic for non-pirate raids, if you let your reputation with them fall below a certain threshold they might send berserker raids, they hate you so much they're willing to sacrifice themselves to see you dead. I don't see pirates doing it because raiding is their way of life, they're not attacking you because they hate you personally.
#29
Sweet! It might sound a bit silly but this is truly one of my favorite mods. First time I downloaded it, it was a joy to find out how much more convenient it made temperature control, so thanks a ton for the update!
#30
Releases / Re: [1.0] RuntimeGC In-Game Cleaner
November 01, 2018, 02:52:31 AM
Oh hell yes, I needed this, thanks a ton for the update!