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Messages - Ruisuki

#31
Releases / Re: [1.1] SimpleSidearms (1.4.0)
May 21, 2020, 02:25:29 PM
ill try moving SS above pick up and haul fan 1.1 update just in case then. And yes, I will also disable the drop now too. 4m mod, got it will look into that. Cheers
#32
Releases / Re: [1.1] SimpleSidearms (1.4.0)
May 21, 2020, 02:08:57 PM
Yeah i thought it would be dropped but this is not the case since im using a search mod and dont see the weapon in the map anymore. It was at full health, and the colonist who lost it switched to a melee weapon when another colonist attacked an animal inside our home now doesnt have the weapon in his inventory either. No errors pertain to this. Given that Im going to disable melee autoswitch for now, but I also have a couple questions:

1. Where should i place this mod in the load order? Near the top? I will note im using the kijin alien race, and the race mod is near the top of my modlist so maybe SS above them?

2. is it possible to use devmode to spawn a weapon of higher/lower quality than normal? It typically defaults to this when I do

3. Are tools (survival tools mod) supposed to autoswitch when in use? For example pickaxe when mining, or butchers knife when cooking? I have the mod option ticked on but i dont recall them actually swapping like they would when attacked in melee
#33
Releases / Re: [1.1] SimpleSidearms (1.4.0)
May 21, 2020, 01:45:28 PM
are ranged weapons disappearing from the game when sidearms are auto equipped for melee?
#34
Thankfully the mod has your pawn throw stones if their weapon is considered dangerous (grenades, flamethrower). Honestly, I would prefer if this was the standard even for non explosives lol. I like building indoor shooting ranges so I can get access to the 'extremely impressive' room role mood bonus. i use the archery outside
#35
shooting range enclosed walls
#36
ah. well another problem is that the pawns end up breaking the walls or wasting a lot of time on repairs when using the regular dummy but i suppose i could just not build it. Would be good if i could forbid the use of the target dummy so i could only use it when forcing a pawn so i can micromanage it
#37
Releases / Re: [1.0] Ammunition (2019-11-26)
May 18, 2020, 06:30:10 PM
do you think we could get the 'x doesnt have any x ammo' notice before firing a shot? Like when a pawn start out a hunting job
#38
slight request not sure if its in the cards but can different ammo be used for the shooting range? I use the lightweight ammunition mod and my people end up wasting a ton of resources using the dummy. Or maybe a way to restrict these recreation sources to only be used manually, of my own volition so I can micromanage and minimize the ammo consumption?
#39
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
#40
Releases / Re: [1.1] Locks
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.
#42
Mods / Mod that added natural chunk walls
May 15, 2020, 05:47:22 PM
Anyone know the name of the mod that allowed you to use chunks to build cave walls?
#43
doors arent being built
#44
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
#45
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