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Messages - makute

#16
Quote from: Deathreaper15 on October 27, 2019, 05:03:01 PMotherwise the bullets do not generate to be fired
What do you mean? I load Yes, Vehicles after CE and just got a caravan with an APC mow down a few Lancers for me.
#17
Releases / Re: [1.0] Archotech Expanded
October 28, 2019, 06:17:27 AM
Is there a non-Steam download link for the Archotech Expanded Prosthetics version?

Thanks a lot.
#18
It always bugged me that you could just grow infinite food from thin air in vanilla. The combination of Wild Cultivation + Seeds Please works as a charm from a realism viewpoint.

You can trade for every seeds you need or you can find on the wild. Some of them are restricted to certain biomes though, and others are so uncommon that you must find a specific seller, but it just adds to the immersion IMHO.
#19
@Epishade, Wild Cultivation + Seeds Please and you're set.

And you gave me an idea to make a new recipe for the Plant Processing Bench from Seeds Please to add an additional step in the Prometheum extraction process.
#20
I'm trying to get an "equivalency" table between the vanilla turrets and yours. I find the default turrets too generic and bland, and would prefer to only use the ones from this mod.

As I'm not sure if the AI would man the non-automatic turrets, what I do is to substitute in dev mode them once I clean a map.
#21
Bummer. Well, thanks a lot for your asnwer and the update :)
#22
Releases / Re: [1.0] Preemptive Strike
October 18, 2019, 04:56:47 AM
Both mods are too similar to work well together. They offer the same benefits and mechanics and even have the same Research project names. A watchtower is a watchtower.

Personally, after a few years of mod hoarding, I'm working my way into ditching any redundant mod in my games. It helps with inter-compatibility and shortens the load times.
#23
Releases / Re: [1.0] Preemptive Strike
October 16, 2019, 07:33:34 AM
Quote from: SuicidalKid on October 16, 2019, 07:22:35 AMI'm also interested to know if this will stack with Spotted.
My guess is that they are mutually excluyent. My question was aimed to as if the player will benefit from having several towers at once, maybe increasing the chances to identify the incoming menace.
#24
Releases / Re: [1.0] Preemptive Strike
October 16, 2019, 05:34:01 AM
This is really cool! How will it work along with a mod like Safely Hidden Away?

Edit: Would be possible to make some of the effects "stackable" with aditional towers? Like in the Spotted? mod?

Also, do the colonist on the towers shoot? It would awesome to have a sniper or a spoter with binoculars up there.
#25
hi, quick question: Does the new turrets spawn at AI colonies and outposts?
#26
Releases / Re: [1.0] Ammo Tweaks for CE
October 10, 2019, 08:32:52 AM
Hi Sladki, I know is a shot in the dark, but I'm having a problem very similar to Mersid: can't get the modified ammo recipes to work.

This is the log: https://gist.github.com/368470ed29fdb174bfc2f48c1a87f431

Thanks a lot.
#27
Yeah, already saw that, but it falls painfully short :)
#28
I tried to use RIMMSqol and In-Game Definition Editor to make new recipes that worked on the Reclaim Reuse Recycle benches, allowing me to harvest some items from dead Mechanoid, but they broke my game. Specifically, I want to be able to harvest scythes from Scythers (in the form of plasteel longblades, so tribals have a reason to harvest them), and guns from Lancers and Centipedes.

Examples:

Primitive Tier: Dead Scyther (harvest)>  Mangled Scythe (refurbished)> Plasteel Longsword (This is so tribals have a reason to harvest them).

Advanced Tier: Dead Scyther (harvest)>  Mangled Scythe (refurbished)> Non-sterile Power Claw (sterilize)> Power Claw (In my headcanon Scyther's scythes unfolds into a functional hand like a swiss army knive to help them navigate and interact with their surroundings).

Advanced Tier: Dead Lancer (harvest)>  Mangled Power Arm (refurbished)> Non-sterile Power Arm (sterilize)> Power Arm.

Advanced Tier: Dead Lancer (harvest)>  Mangled Charge Lance* (refurbished)> Charge Lance.

Glittertech Tier: Dead Centipede (harvest)> Mangled Heavy Charge Blaster/Inferno Cannon** (refurbished)> Heavy Charge Blaster/Inferno Cannon (machining bench)> Deployable Heavy Charge Blaster/Inferno Cannon.

*(The mangled stage is added to help balance and to represent tha fact that the mechanoids guns are hardwired to their frames).

**(Again, the mangled stage is added for balance. Also, these guns are too heavy to be properly operated by humans, so they need to be afixed to a tripod and deployed before use. The HCB would work as a fixed minigun, alike to the CE MGL launcher, and the IC would be turned into a new auto-turret).

I'll appreciate any help :)
#29
Mod bugs / Re: Construction frames never get finished
September 27, 2019, 04:10:22 AM
Odd, because I try to keep mods updated at all times, and deprecate those that become obsolete or redundant. Maybe the game's mod database can become corrupt and show old data?

Anyway, I found the problem. It was all caused by RIMMSqol and In-Game Definition Editor mods. Once I took them out of the game everything went back to normal: construction frames, bills, etc.

This is the current log: https://gist.github.com/a6cdeb627228196c91e4d6922e9efff5

I tried to use them into a small project I'm working on, so it seems I'll need some alternative :(
#30
Mod bugs / Re: Construction frames never get finished
September 26, 2019, 01:41:17 PM
That was my first thought, but the glitch persists even if the frame is deleted and rebuild, and after the construction and hauling related mods are toggle off and/or lowered in the load order, as someone suggested in another thread.

It happens to almost every building, modded or not: I. E. fireplaces, vanilla wooden walls, fences from "Fences and Floors", etc. Chemfuel generators are unafected though.

BTW, I just realized that some bills are glitched too. My crafter is unable to make Steel Arrows. Wood and steel are spent but the item dissapears upon completition.

Interestingly, I've found reports describing this bug that date back to A12, but never with a clear solution, just the usual "make a clean install" or "deleted every mod". Was avoiding to run a more throughful 50/50 mod test, due to the long loading times, but I'll just spend an afternoon chasing this damn glitch once and for all.