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Messages - Ruisuki

Pages: 1 [2] 3 4 ... 66
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
« on: May 17, 2020, 01:47:02 PM »
yeah hampers are traditionally for clothing, but there already is a clothing rack no? I guess i could use it for clothing that needs mending

and glad to hear an update is coming to address the architect menu issue lwm. i await your release. Also I appreciate the fact that storages have a limit, was never a fan of bottomless storages. The fact that deep storage allows up to 10 stacks makes me seriously consider dropping extended storage. i probably would have by now if it wasnt for the additions added by the submod, extended storage extended. Any plans on using different textures though for the future? Or different names to differentiate between the mods

Releases / Re: [1.1] Locks
« on: May 16, 2020, 11:40:06 PM »
you know how hospitality allows you to 'make default' the settings for when a guest arrives? I always check both "try to befriend and try to engage.' is it possible to do the same for lock settings? i find whenever i send out a caravan and it returns it resets the colonists permissions to use a door. Can really take a while, specially if you have a larger base. Same deal when recruiting people via hospitality.

Mods / Mod that added natural chunk walls
« on: May 15, 2020, 05:47:22 PM »
Anyone know the name of the mod that allowed you to use chunks to build cave walls?

doors arent being built

Unfinished / Re: [1.0,1.1] Deep Storage (functional)
« on: May 15, 2020, 04:20:27 PM »
yeah other than the names and textures perhaps there is value in having both. Since your mod it seems can hold more types of things, but extended storage can hold more of one thing? It seems like the case

Unfinished / Re: [1.0,1.1] Deep Storage (functional)
« on: May 14, 2020, 05:44:46 PM »
should i delete extended storage and extended storage extended if i run this? because i notice i got some of the same storage items and textures

is the power cleaner an actual object now or is it something that you must still use as a godlike as opposed to a pawn action?

Releases / Re: [A16..V1.0] More Planning
« on: May 12, 2020, 02:36:31 PM »
damn yeah i am running rimmsqol, tried moving MP around in the modlist a couple times but yeah unfortunately didnt do it

Releases / Re: [1.0] Faction Manager (4-11-2018)
« on: May 12, 2020, 06:28:39 AM »
cant unload a colony. whys is this?

Releases / Re: [1.0] Rabbie, The MoonRabbit Race
« on: May 12, 2020, 04:05:56 AM »
I only shortly enabled the moonies at 1.0, but didn't played a main colony so far.
But yes they need planeterium as race requirement. Similar to luciferium.
But don't the race should have way's to produce their need at their own ? Or did you just miss that maybe.
I recently played StarGate races as Jaffa, and the whole colony die because all the symbionts went adult and killed their host because i don't got the tools to extract them and implant a new one.

Did you saw the language mod ?
Hmm well sorry i forgot to mention not only did I use snap out to snap them out of a mental break, which immediately happened again a few moments after, but I am also running hospitality. So one of the guests I recruited came in with that addiction already in effect. I had assumed only the rabbits had that racial need, but this is a human. So im wondering if maybe there needs to be some patches to exclude non rabbits or if its WAD.

That stargate mod looks good...I prefer factions that are modular so i can avoid weapon bloat so I might have to give them a try

Also yeah i saw that translation patch but according to the comments there are some serious issues with it, not just translation wise but also for backstories and items so Im holding out hope the OP still plans on integrating one, since I dont think I can remove a faction mid game without breaking my save?

Releases / Re: [A16..V1.0] More Planning
« on: May 12, 2020, 03:55:07 AM »
is the actual more planning architect tab blank for anyone else??? i feel like its happened before but ive just forgotten how to fix

this would replace something like fluffys mod manager, not used in conjunction with it yes?

Releases / Re: [1.0] Rabbie, The MoonRabbit Race
« on: May 12, 2020, 12:27:31 AM »
The need for planeterium is breaking my game? Are the pawns supposed to engage in neverending mental breaks until they have it? Even snapping them out of it(mod) doesnt give the catharsis need opinion. Hell I have the colonists need full and above the breaking point yet they still broke. WAD?

Also any progress on a translation patch?

any plans for adding ammunition support?

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