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Messages - moonra

#31
Outdated / Re: [A17] Retro Joy
September 10, 2017, 01:06:03 PM
Heh, love Glasgow ignoring poor Zeke to play the RES by herself.
#32
Quote from: Drusek on September 05, 2017, 02:37:41 PM
Ammo won't shoot without the barrel. I agree it shouldn't behave like that. If anything it should have 1 tile low damage explosion for standard ammo and maybe bigger for energy/explosive ammo.

Couldn't have said it better. Here's a video from the great hickok45 if anyone doesn't know how bullets behave outside of a gun barrel.

https://www.youtube.com/watch?v=8ad9e0mO8Q4
#33
Is there any way to disable ammo being fired in all directions when it is damaged? I absolutely hate it, that's not how how that works at all.
#34
Minor issue: the folders aren't inside of a "megafauna" folder like most mods do, so if you just "Extract here" you get a bunch of folders inside the RW Mods folder.

In other words: put your folders inside a folder so my folder doesn't get full of folders.
#35
You never posted this in the Megafauna topic, right? Is the author even aware you made this?
#36
Outdated / Re: [A17] Rainbeau's Fertile Fields
August 04, 2017, 04:32:21 PM
Quote from: Schwartz on August 04, 2017, 02:46:41 PM
You're right.. weird that there was no popup the first time I tried to build the sandbags. Nevermind!

I quite clearly remember this also happening to me, but it was a few days ago by this point and it was such a minor issue that I might be misremembering.
#37
Do I need a new map for the update? I'm getting a lot of errors after adding it and just can't load a save that had the old one.
#38
Releases / Re: [A17] GHXX's Tech Advancing (1.7.4)
August 02, 2017, 06:39:08 AM
Quote from: GHXX on July 24, 2017, 11:36:52 AM
Quote from: moonra on July 21, 2017, 06:48:05 PM
For some reason the mod is not recognizing my non-tribal pawns, I started as a tribe so I enabled the "can't get past medieval without a non-tribal pawn", but even though I have multiple non-tribals [from various sources, even, pirates, escape podders, etc] if I enable that rule I get my tech stuck on medieval.

Interesting, it worked when I tested it in vanilla. Maybe some mods are causing issues. Could you post your modlist, please?

Argh, my bad, for some reason the forum didn't show this as a reply, or I'm totally blind and missed it. Anyway, I've attached it 'cause there doesn't seem to be a way to hide text under a button [like spoiler tags] in this forum.

[attachment deleted by admin: too old]
#39
Does anyone knows if someone is working on a Combat Extended patch? I MIGHT look into doing it or helping whoever is doing it, although I'd have to learn how to do it from scratch.
#40
How should I go about using both Pawns are Capable and Consolidated Traits? I have both [in that order] but I got a pawn with two Brown Thumb.
#41
I think 3 variants for trait themes [e.g. Sucker/Haggler/Master Trader] is a bit too much, but with your "More Trait Slots" it's not that big of a deal. Overall I like the traits and will add that mod to the list. On suggestion I have is... err, strongly suggest that people use that mod with the More Trait Slots one.
I'm about to ditch my current, so good timing on that release, heh.
#42
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 28, 2017, 05:27:55 PM
Quote from: SpaceDorf on July 28, 2017, 05:16:17 PM
Thats what Canute and I tried to explain .. with to much techno-babble I guess.

Ah, yeah, he said "recipes FOR the terraform menu" but I read it as "recipes IN the terraform menu", my bad.

I'll definitely give the Architect Sense mod a try, I had heard about it but didn't look it up.

Aaaand also my bad for not really seeing the "Place on marshy soil OR mud", too many recipes there, easy to miss it.
#43
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 28, 2017, 04:27:14 PM
No, it would reduce the amount of recipes on the Terraform menu, instead of the "Marsh from Soil", "Marsh from Marshy Soil" and "Marsh from Shallow Water" we have right now it would simply be "Turn to Marsh". The Terraform menu would have about a dozen recipes instead of the 27 it has now.

I'm not saying this would be easy or feasible, of course, I know nothing about programming.
#44
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 28, 2017, 03:50:54 PM
There's no way to make smart recipes like "Turn to Marsh" that would know the amount of materials and work it'd need to that from whichever terrain you put it on, right? That would make this mod soooo much less confusing.
#45
I'm not using ducts, though, I was using them before but was getting error reports on the log [which I reported a few posts back, you can check it if you want, not gonna paste it here to not make the post unnecessarily long] when I used intakes. I set up the heaters in a small, 3x5 I think, room with 5 active vents pushing air to the "room" next to it which is actually the hallways as well since I removed the door to the room. Images say more than words, right? Easier to show than tell.

Here's the setup I'm using that works:
Heaters are turned off right now 'cause it's early Fall in a Temperate Forest, but in Winter I can heat the entire base with only one heater on.

But if I leave it like this:
then it just doesn't work, the heaters only go full power for a split second every few seconds and the temperature keeps fluctuating between 18 and 19ºC on the hallway itself, which that area is part of with the walls down. I created a Cold Snap to simulate Winter, btw, it's -6ºC outside at 7AM.

Edit: Holy crap, imgur compression if you don't upload pics to an account is AGGRESSIVE.