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Messages - ultra4

Pages: 1 [2] 3 4 ... 7
16
Releases / Re: [B19] Androids - The ultimate manpower solution
« on: November 03, 2018, 08:36:35 PM »
ahhh you should have said it... ok the link non-steam for 1.0 is on the discord, right there. ty

...and questionable ethics too. finaly

17
Releases / Re: [B19] Androids - The ultimate manpower solution
« on: November 01, 2018, 08:53:11 PM »
Could someone with a steam account go there and ask ChJees to link the 1.0 in the forums?

18
Releases / Re: [1.0] SimpleSidearms (1.3.1)
« on: November 01, 2018, 07:54:25 AM »
Don't know if it's a conflict, but when pawns are shooting and i order them to charge melee, they dont just switch, they drop the primary on the ground... this happens EVEN if this mean dropping a spear and using a pikaxe (or fist)
 

19
Releases / Re: Mechanite Forge - 1.0
« on: October 31, 2018, 07:48:02 PM »
I like the [sd] luciferium production 1.0, and using both migh be OP, but i'll give it a try.
BTW, already use VGP to plant neutroamine flowers, will all these be compatible?

this got me thinking... should add some recipe to convert mechanite oil into the base mechanite of your mod. or somehow mix them into 1 mod

20
ChJees give us androids and clones, please

21
Outdated / Re: [A18] High Tech Laboratory Facilities
« on: October 30, 2018, 07:11:27 PM »
Could any modder please pick up this lost gem? the OP seems MIA, it's a simple yet cool + useful if you plan on incorporating a ton of techy mods

22
Releases / Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
« on: October 29, 2018, 02:28:12 PM »
had seem to have a bad windblade bug

update: fiddled around for a while in mod order... fixed, don't know what was the prob... but its fixed, so nvm

23
Outdated / Re: [B18] Custom Death Randomness
« on: October 28, 2018, 02:32:08 PM »
That link says its for version 0.18, but works fine on 1.0

24
Unfinished / Re: [WIP] [1.0] Survival Tools v0.6/RC2 (23rd October 2018)
« on: October 27, 2018, 09:01:37 PM »
i personally prefer to have them degrade and then spend a few cloth+steel to repair them (managing), than to have them not degrade. Every weapon or apparel does.

25
Unfinished / Re: [WIP] [1.0] Survival Tools v0.6/RC2 (23rd October 2018)
« on: October 27, 2018, 07:44:05 PM »
tools are neither simple weapon nor complex weapon, and once degraded cannot be mended. Is this bug or intended?

26
Releases / Re: [1.0] Field Medic
« on: October 25, 2018, 05:48:22 PM »
i'm guessing "mending" breaks this mod

27
Releases / Re: [1.0] [KV] Hand & Footwear [ModSync RW]
« on: October 25, 2018, 05:14:02 PM »
this simple mod deserves more hits, it's something to do early game and that extra pimp in late too

the only problem, this page has a good overview where you can lean about each item, but ingame there is little useful info about each one (or it might be a dubs mint menu thing, but i would like to compare stuff and i have to craft to check stats like mobility impact

28
my 1.0 colony is breaking out of the industrial era and this mod is not up to date   :'(



.... wait the is a 1.0 on steam https://steamcommunity.com/sharedfiles/filedetails/?id=1541064151&searchtext=  :-[ giev forum link

29
Releases / Re: [1.0] Wall Light
« on: October 24, 2018, 04:54:01 AM »
simple and great

30
non-steam link for 1.0 please

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