Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ultra4

#31
Releases / Re: [1.0] Field Medic
October 25, 2018, 05:48:22 PM
i'm guessing "mending" breaks this mod
#32
Releases / Re: [1.0] [KV] Hand & Footwear [ModSync RW]
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
#33
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
#34
Releases / Re: [1.0] Wall Light
October 24, 2018, 04:54:01 AM
simple and great
#35
non-steam link for 1.0 please
#36
this version seems to work on 1.0, but please make a programers review to make sure and make it official and

request: modern texture, like elevator to a permanent (multiple confirmation to delete that layer) basement level with quality elevator
#37
Bumpy-dee bump ChJees, show the forum some love
#38


i actually respect that... i do fear the atrocious early game amputations and disfiguration on the main pawns. But harvest everything is not a perfect solution... at all

Would try the questionable ethics late game approach to natural organs (nose, eye, ear), but i bet they don't decay either
#39
Releases / Re: [B19] Rainbeau's Mods
September 25, 2018, 07:38:19 AM
Quote from: dburgdorf on September 24, 2018, 01:50:46 PM
(...) you should be able to use any terraforming action on soft sand that you can use on regular sand, to convert it into a different terrain type. Did that not work for some reason? (...)

Sind there is no specific recipe for soft sand and you can build a wall on sand but not on soft sand, i never though of trying terraform those as if they were sand, that was a lack of oversight on my part. Got that floor building workaround working and stopped there ::) now i know

Thanks for the quick response and yes, the floor workaround is a kind of a cheat that should be fixed
#40
I don't know for sure if it's you mod or harvest everthing's, but your organs degrade if not frozen and the noses, ears, legs, they just don't. I get its a simple incompatibility where those other organs/parts don't have the proper value added in. I load RBSE last hoping it would take over all body parts but it doesn't.

Can you fix this or does it have to be fixed in harvest everything? I say this because you're always on top of you mod and the other mod gets update on a yearly basis.

...is this a big deal? no, but harvesting those extra organs and having them not rot is crossing the cheating boundary i have set up mentaly
#41
Releases / Re: [B19] Rainbeau's Mods
September 24, 2018, 01:41:15 PM
FF doesn't deal with soft sand. Making it inside a kill box would be ok in a desert region.

When testing the mod (extreme desert map) i was heartbroken because i had a patch of "soft sand" the middle of the base layout, lets say my base was waiting for the mod to come out to fix the holes in the walls. it did. no fix... only then... i thought, lets build some floor.... (vanilla floors wont work but your brick floor or "fences and floors mod" floors work) ok... now a wall over those floors... lol no more soft sand problem....

... still think terraforming it into something more solid instead of finding modded floors that are an exception to the original programing would be the best solution
#42
i think the game already has so many guns, it doesnt really need more, it needs a tutorial if anything to help understand each guns role in the world.

I don't mean to say, no more guns.... no, just i thinks that is not the update priority at all
#43
Releases / Re: [B19] Rainbeau's Mods
September 23, 2018, 07:25:24 PM


I've been waiting for this one for a long time. Thank you
#44
Releases / Re: [B19] Miniaturisation
September 23, 2018, 02:47:24 PM
vanilla now moves some big objects but still leaves out basic stuff like a simple passivecooler or torchlamp, which are obviously easy to move around in real life. Thnks for keeping it up to date
#45
Releases / Re: [B19][SYR] Syrchalis' Mods
September 23, 2018, 01:42:10 PM
 ???    Light Radius has a funny bug, no error messages, but when running it removes the path line of a pawn's current task. (and it glitches HeatMap mod in a funny way)

tested it out, it's this mod, don't have a clue why