Quote from: ethouiche on January 04, 2018, 06:14:26 PM
I added corpses tonight. When i thought regular sprites were hard
Well don't tease us, show us!!!
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I added corpses tonight. When i thought regular sprites were hard
Quote from: Mistrornge on January 03, 2018, 12:44:17 PM
Crash consistently before planetfall. I can see the map I am to play on but as soon as I remove popups it crashes to desktop.
Downloaded the files today. Have Core, Hugslib, and the rest of the mods alphabetically. I placed the xml in the proper location.
Everything else seems to work.
Quote from: muffins on January 04, 2018, 07:53:33 AM
If they were recently captured after a raid or harmed a colonist they get a "considered guilty" tag for a little while where you can chop, butcher and execute to your hearts desire without getting the "innocent prisoner harmed" debuf.
Quote from: lux3y on January 03, 2018, 03:44:43 PM
So after further experimenting i found this setup wich now gives me cover from the door + from the sandbag, u can see the setup on the blueprints on the side, i am standing in the door next to the walls and the doors infront of it are set to "hold open".
I now have 75% + 13% cover wich is slightly more even then shown on the previous pics where there was no stacking effect.
http://steamcommunity.com/sharedfiles/filedetails/?id=1256202251
Quote from: diannetea on January 04, 2018, 02:42:20 PMQuote from: BrokenValkyrie on January 04, 2018, 01:17:22 AM
Your issue is one of the most difficult to track down. It could be a simple case of bad luck. I remember going without ship chunk for a year.
Have you tried devmode and executing ship chunk incident? At least you know that ship chunk incident still works. If it is mod conflict, a lot more than just ship chunk incident would be borked. Another possibility is that you have an mods that modify Story Teller, like population increase, increase trade ship frequency, or mods that add new/change incidents.
I have, the ship chunk incident does work if I trigger it manually. I wish there was an easy way to post the mod list, unfortunately ModSwitch doesn't appear to save a list anywhere that isn't just the steam ID numbers.
There is one other thing that I know of that is definitely broken, and it's weirdly specific. If a colonist has a compulsive cleaning break they can't find anything to clean and get stuck in one spot until the break is over (even if the base is incredibly dirty). I can't imagine they're related though.
Quote from: KocLobster on January 04, 2018, 01:03:40 PM
I've been using the Additional Joy Objects mod, and I'm really enjoying it so far. I haven't been able to figure out how to craft Painting Supplies, however. On the main post for this mod, it simply indicates that they can be obtained through crafting or trading. It gives no specifics on what items are needed to craft the painting supplies, or even what workbench is used to craft them. I've been unable to find this information out.
Can anyone clue me in to where exactly you can craft the painting supplies?

Quote from: MRBOSSJEFF on January 04, 2018, 09:37:14 AMQuote from: Spaykers on December 27, 2017, 08:25:33 PM
Hello My colonist start to electing a mayor after 5 years without one.....i was so impatient and now...nothing , no election and still no mayor . How can i toggle an other election ???or just set a mayor by using the dev tool . ? if yes, what's the name of the tool ?
Do you have a colony with a permanant season like summer, winter, etc. That is currently what is happening with me right now and I waited over a year (5502-5504) for an election but nothing. it might go by seasons idk :/
Quote from: SargBjornson on January 04, 2018, 09:27:01 AM
Also, guys, do you like dinosaurs? Of course, who doesn't.
Because I just released the Dinosauria patch
Quote from: Madman666 on January 04, 2018, 06:02:18 AMQuote from: mrofa on January 04, 2018, 05:27:10 AM
Madman if everything will go smooth or without bigger hickups, everything should be updated till or on this weekend
You are amazing. I already knew that, but still. By the way I noticed you updated the textures for utility walls. I am in love with your art and new ones are as amazing as previous version, but previous ones are nice as well) Can you consider adding those first ones as a separate entity later? Something like tier 1 utility walls, less cost, less beauty, a bit easier on resource cost?
I mean these:
Quote from: BrokenValkyrie on January 04, 2018, 01:17:22 AM
Another possibility is that you have an mods that modify Story Teller, like population increase, increase trade ship frequency, or mods that add new/change incidents.
Quote from: Canute on January 04, 2018, 04:45:34 AM
I allways create a 1x1 stockpile for pemmican or a 1x1 Rimfridge with simple meals/steaks inside the prisoner area.
This prevent my warden to feed them, until they still hurt and can't move.
Quote from: BrokenValkyrie on January 04, 2018, 06:37:24 AMQuote from: Harry_Dicks on January 03, 2018, 04:34:40 PMQuote from: SpaceDorf on January 03, 2018, 10:06:52 AM
You allready found "additional art ressources" ?
Bwahahah, am I that obvious?!Only took a few minutes. Now if only I could find the one that let's you switch statues from one model to another. Although, I'm not sure if I want to lose the randomness.
Not sure if you are sarcastic about this, here the workshop for the mod for anyone who's interested http://steamcommunity.com/sharedfiles/filedetails/?id=1216531896
Quote from: skyarkhangel on January 04, 2018, 07:03:55 AM
Test update to b18.
https://drive.google.com/open?id=1HXYs4aJ7YfwfADORUV9lIw8FJKlU0k0K