maybe we gotta wait till next week lol
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#542
Unfinished / Re: [1.0][WIP] ED-Excalibur_1.0.0.1 (2018-07-29)
July 29, 2018, 01:14:52 PM
I noticed that as well. Not sure why its working that way tho
#543
Unfinished / Re: [1.0][WIP] ED-Excalibur_1.0.0.1 (2018-07-29)
July 29, 2018, 06:49:34 AM
You can add it to exsisting saves at any point. The quest triggers when you get a coms console
#544
Releases / Re: [B18] Mechanoids Extraordinaire (v1.2) - (19.12.2017 - Update #2)
July 28, 2018, 06:25:49 PM
Current version of the unstable is they are allowed to be downed
#545
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
July 28, 2018, 04:34:53 PM
Thanks. Now if only my lancers had weapons lol
Would it be possible to allow construction of scrap mechanoids? I have a few ideas how to do it but I dont know what kind of limitations the engine has
Would it be possible to allow construction of scrap mechanoids? I have a few ideas how to do it but I dont know what kind of limitations the engine has
#546
Releases / Re: [1.0][MODLIST] Fluffy's Mods [1.0 test builds!]
July 27, 2018, 08:43:55 PM
Fluffy if you have a free minute can you see if there is any issues between your mods and the ED Excalibur?
I noticed that I cant save or load blueprints anymore. Is that intentional or did I do something that broke your mod.
I can make em and place em so the main function is still working fine but no right click menu shows when I click a BP
I noticed that I cant save or load blueprints anymore. Is that intentional or did I do something that broke your mod.
I can make em and place em so the main function is still working fine but no right click menu shows when I click a BP
#547
Releases / Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
July 27, 2018, 05:26:16 PM
Initial check seems fine but will have to wait for the brutal slowdown and error spam generated by wildlife trying to sleep in an urban biome lol
Mod seems to work fine on latest.
Also I noticed that robots gets messed with by what the hack.
so far everything seems fine aside from the omnibot breaking when it tries to feed colonists
Mod seems to work fine on latest.
Also I noticed that robots gets messed with by what the hack.
so far everything seems fine aside from the omnibot breaking when it tries to feed colonists
#548
Releases / Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
July 27, 2018, 01:10:44 PM
Themadgunman have you finished a port of ++ for 1.0?
#549
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
July 27, 2018, 12:46:53 PM
Could you move the hack priority above research?
#550
Releases / Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
July 26, 2018, 10:44:50 AM
Do you have a ++ version working properly?
The job names is a quick XML edit I could myself but I dont know the path for textures or anything more detailed
The job names is a quick XML edit I could myself but I dont know the path for textures or anything more detailed
#551
Releases / Re: [B18] Miscellaneous w MAI+Robots (V 0.18.12 / 30.03.2018)
July 26, 2018, 07:25:22 AM
I tried the B18 version of ++ and aside from the textures and a couple broken job references it seemed to work fine for me
#552
Releases / Re: [1.0]Mine Tortoise-HELLO!
July 26, 2018, 07:23:17 AMQuote from: Greep on July 25, 2018, 09:45:42 PMGonna make for an interesting chat topic on teamspeak todayQuote from: rawrfisher on July 25, 2018, 03:19:28 PMQuote from: Resurak on July 25, 2018, 09:10:41 AMQuote from: Cassiopea on July 25, 2018, 05:53:28 AMThat would be too much evil. They are raiders, not ISIS.Quote from: Tynan on July 25, 2018, 04:23:51 AM
So evil.
Please make it one of the incidents. "Raiders jury-rigged explosives on a manhunter pack and sent it your way".
And this is not a civilized world. I would LOVE that
Well, even in the "civilized" world...
https://en.wikipedia.org/wiki/Anti-tank_dog#Deployment_by_the_Soviet_Union
#553
Releases / Re: [1.0] [KV] Infinite Storage [ModSync RW]
July 26, 2018, 07:17:52 AM
It is possible that the issue is a symptom of a different problem
#554
Mods / Mod Request: Retractable bridges.
July 26, 2018, 07:16:53 AM
I would like to be able to have bridges that can be retracted or expanded by flicking a switch
#555
Unfinished / Re: [1.0](WIP) What The Hack?! - Mechanoid hacking
July 25, 2018, 03:55:11 PM
I just wanna make retractable bridges lol