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Messages - Sixdd

#241
I have no idea how feasible this would be but I figured I'd throw my vote in for this. I've always thought it would be nice to know at least where the equator is on the world.
#242
Outdated / Re: [A16] RimFridge
May 26, 2017, 03:52:35 AM
I'm working on updating RimFridge for myself but it could take a long time as I know all of nil about the codebase. I have nothing against the other mods I just don't want anything else but the fridge, plus I really like the convenience store cooler look of RimFridge. :D
#243
Outdated / Re: [A16] RimFridge
May 26, 2017, 02:02:47 AM
I tried RimFridge with A17 and it throws errors. I didn't test whether it still worked after the error but my guess is it doesn't.
#244
Hmm... I'll look closer at my mod list. Thanks for the quick reply.

EDIT: Found the problem, apparently Rainbeaus Basic Bridges conflicts in some way. I fixed it for now, tested briefly and no errors. All I did was comment out the references in Rainbeau's patch file to the mud and marsh terrainDefs. Not really sure how else to fix this as the patch system doesn't seem to work if multiple patches exist for the same thing, as opposed to the old way where load order simply overrides everything it changes.
#245
Got an error for ya, I'll link to pastebin. It happened when I added Vegetable garden A17 test build 2.

https://pastebin.com/h3gt1b15
#246
I'm having an issue with this too, for some reason the tool just simply doesn't show up under Orders. I tried loading it last but even that didn't work.
#247
Releases / Re: [A16] Misc. Robots++
May 22, 2017, 01:06:21 AM
@Alaestor I started with the misc robots extension but then added support for your workbench and added to your research tree as it made sense to me to be able to craft the bots rather than have to spend 20k silver for one :D

I'll have a look at putting my work on Github as @AngleWyrm suggested. The way I handled making Tier 4 robots more balanced was to separate their tasks into individual bots. So instead of a Kitchen bot handling crop growing and food making I just made a Chef bot for food and a Farmer bot for crops. Also I made each one require an AI Persona Core, that may be too much but I made my bots very capable and mostly balanced around a single colonist playstyle.
#248
Releases / Re: [A16] Misc. Robots++
May 20, 2017, 07:02:13 PM
I've been using your mod to great success lately but today I started a new world, the problem is I can't seem to get the Kitchen robots to harvest crops on their own when they are mature. I can manually order the plants to be harvested and then they do it but not otherwise.

Also I am making my own robots extension and wanted to know how you got the recharging graphics to pop up when the robots charge. Also also, when my robots recharge they don't go back to work when done charging, any idea how to fix this? I appreciate any help anyone can give.
#249
This mod is a nice idea but I can't seem to get it working. I put it in my mods folder and enabled it in the mods menu but I still just have the one horizontal scrollbar. Also I'm using the 1.2 4x version from the Nexus. My mod list is here if someone would mind looking at it. https://pastebin.com/vyETAyde

EDIT: Nevermind, I didn't realize that the 4x version was a patch and not the full thing. All working now, great mod :)