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Messages - ultra4

#46
Releases / Re: [B19] Turn It On and Off
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
#47
Releases / Re: [B19] Turn It On and Off
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?
#48
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...
#50
Releases / Re: [B19] Advanced Cultivation
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) 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:
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
#51
it has a non-steam link.... which is great. It's for B18 which is not

Would be very grateful for a non-steam B19 working link
#52
I absolutely adored this mod in B18 (but i fiddled with it, so it used Rainbeau's Fertile Fields "sand" instead of rocks, you can crush rocks into sand in that mod, but also extract it from several terraforming jobs), so i loved making huge glass greenhouses in the desert (yes glass walls and also "expanded roof" transparent roof (also edited to use "glass" in addition to steel)

What can i say, having no glass manufacturing has made my B19 base so dumb and ugly...

it's like... what's the point in having huge neutroamine flower plantation (VG) when the walls of made of rock ??!?! :-\ can't look at that ugly stuff !!!    :o


...plus trying to run the b18 version in b19 breaks the game in the funniest way, pawns can no longer have joy... at all... that's how i feel too   :'(
#53
Releases / Re: [B19] Advanced Cultivation
September 19, 2018, 04:00:22 PM
I'm liking you mod. I noticed the Grower doesn't do the tilling, the Builder does. The builder has no place inside the greenhouse after it's built (except when the damn heater goes down again, then he really needs to get is ass over there yesterday)

...and gain skill, the new farmer will be using the hoe alot while he whatches the old man collect devilstand without mistakes
#54
Releases / Re: [A18] SimpleSidearms (1.2.5)
September 19, 2018, 03:44:35 PM
I use Rah's mega OP shield-armor that lets you shoot  :o
#55
Releases / Re: [B19] Take your pills
September 18, 2018, 07:57:28 AM
download link?
#56
Releases / Re: [B19] Vegetable Garden Project [9/2/18]
September 18, 2018, 04:50:32 AM
Quote from: Amnesiac on September 18, 2018, 03:01:20 AM
Hello, Love this mod!

Is there some way to see the effects of Coffee and Tea in-game?

I think it's a +5 mood for about 12 hours and a joy refill of about a quarter of the bar. (if i remember it right)
#57
Releases / Re: [B19] Mud!
September 17, 2018, 05:23:02 AM
it's cool but i prefer Rainbeau's tools, they let you dig stuff, move stuff, place stuff, but you can't just make something out of nothing. I normally play in extreme desert (sand into mud without anything coming in or out is strange, but maybe i've played with fertile fields for too long)
#58
Github link doesn't include Syrchalis textures yet  :'(
#59
Outdated / Re: [A17] Harvest Everything! (28.05.2017)
September 15, 2018, 10:59:26 PM
it exists, but steam-only, B19
#60
Releases / Re: [B18] sd Mods - mostly stuff
September 14, 2018, 07:06:11 PM
Hoping you pick up some of your mods SD. the medicaddons is so simple yet i feel a void without it.

And if you came up for a solution for the luci prodution (b19: "Mechanoids now always die on downed"), wouldn't mind going for a late game mech-blood drug factory once more.