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Messages - ultra4

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31
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

32
Releases / Re: [B19] Androids - The ultimate manpower solution
« on: October 20, 2018, 01:23:02 PM »
Bumpy-dee bump ChJees, show the forum some love

33


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

34
Releases / Re: [B19] Rainbeau's Mods
« on: September 25, 2018, 07:38:19 AM »
(...) 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

35
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

36
Releases / Re: [B19] Rainbeau's Mods
« on: 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

37
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
« on: September 24, 2018, 12:29:30 PM »
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

38
Releases / Re: [B19] Rainbeau's Mods
« on: September 23, 2018, 07:25:24 PM »


I've been waiting for this one for a long time. Thank you

39
Releases / Re: [B19] Miniaturisation
« on: 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

40
Releases / Re: [B19][SYR] Syrchalis' Mods
« on: 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

41
Releases / Re: [B19] Turn It On and Off
« on: September 22, 2018, 07:30:08 PM »
taking it for a spin right now

update: yep working with VGP mod, glass mod, dubs hygiene, Rah, dog said, all stations

Some "stations" won't turn off like "android printer" and droid fabricator" (android mod) and "organ vat" (from questionable ethics), but those are not real stations. So Great work

Just thought multi-analyzer and research bench would turn off but they don't

42
Releases / Re: [B19] Turn It On and Off
« on: September 22, 2018, 06:39:15 AM »
There was another mod similar (but added extra consumption when turned on).

Is it expandable to more stations from mods?

43
Releases / Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
« on: September 20, 2018, 10:58:02 PM »
Hey Dubwise, i've been trying out thirst in my extreme desert and enjoying the extra headache quite alot. Could you develop it a bit more? drink out of the well, basin and sink is cool, but giving VGP fruit drinks the option to hydrate would make sense... ooooor simply bottling water in a patchleather canteen.

In the menus you can enable and disable each race need for toilet and shower but not the thirst. Would love to not get thirst on my androids, but so far they just visit the well every now and then and make a wish they had a heart...

45
Releases / Re: [B19] Advanced Cultivation
« on: September 20, 2018, 08:02:44 AM »
70% is doable. I was using "configurable maps" mod, i made a desert with reduced mountains, reduced plants (preview had agave but end result had none), fertile soil zero, so its ...just sand almost just sand and sandstone chunks, very few cactus in a 325x325 size. 3 pawns, 30 packed meals, no guns. Was aiming for the vegan challenge, but had to knife down 2 dromedaries when the carrots where almost harvestable (vegetable garden: carrot is fast as rice but low soil sensitivity), so the colony survived, after that, start the power and the greenhouses ("transparent roofs" is a must sure). Its a very hard start, but doable. i liked it (on rough Cassandra)

as for the job assignments (modlist)
Code: [Select]
Loading game from file B19 2 with mods Core, HugsLib, JecsTools, Humanoid Alien Races 2.0, Miscellaneous 'CORE', VGP Vegetable Garden, VGP Garden Tools, Spoons Hair Mod, Misc. Training, Androids, A Dog Said..., [KV] Change Dresser - B19, Configurable Maps - B19, Death Rattle, [CP] Detailed Body Textures II (B19), Doors Expanded, Dubs Bad Hygiene, Dubs Mint Menus, FashionRIMsta, Extended Storage, Faction Control - B19, EdB Prepare Carefully, ED-Embrasures, Expanded Roofing, Fences And Floors, Fluffy Breakdowns, Hardcore Armors, Heat Map, Hospitality, MendAndRecycle, Misc. Robots, Pawn Rules, [XND] Targeting Modes, VGP_CoffeeTeaDrugs, VGP Garden Drinks, VGP Garden Fabrics, VGP Garden Canning, VGP Garden Gourmet, Take Your Pills, VGP Garden Medicine, VGP More Veggies, Static Quality Plus B19, VGP Garden Resources, Work Tab, [XND] Visible Pants, VGP Xtra Trees and Flowers, SS Lightning Rod, Sparkling Worlds - Full Mod [B19], RT Solar Flare Shield, RT Power Switch, RT Fuse, Misc. Robots++, Industrial Rollers, Harvest Organs Post Mortem - 4.0 [B18], RIMkea, [KV] RimFridge - B19, [RF] Pawns are Capable! [b19], Research Tree, RBSE Lite Edition, Questionable Ethics, [XND] Profitable Weapons, Pharmacist, [SYR] Prosthetic Icons, Additional Tools Mod, Psychology, Advanced Cultivation [B19]
Verse.Log:Message(String, Boolean)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

the cultivation does create an error:
Code: [Select]
Could not find class Advanced_Cultivation.TillingDict while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Advanced_Cultivation.TillingDict" />
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Map:ExposeComponents()
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame_Patch2(Object)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

i love playing the game and getting more mods, but the error messages are chinese for me


EDIT: so this is new....  :o reinstaled to mod to check for bugs on my part for having outdated version, deleted old files and got fresh zip from first post. I now cannot till soil. The types of soil are there but not tiled. god mode doesn't has it either  :o :o :o de-activated all other mods except hugslib and jectools, new colony, still the same

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