Hey all, sorry I wasn't able to replay sooner. I downloaded the .2 version of spaceships and it fixed the research issue but then like spacedorf I had an issue with duplicate ships. First a ship came by for repair before I started the contract with them so I repaired it no problem and it left. Then when I tried to call a ship in it landed, then a transparent ship landed right behind it then the original, I think, floated into the air leaving a huge dust cloud on my map and if i selected the landing pad it registered a ship but with none of the normal options like take off/repair. I saved right before this so I just reloaded but it happened a second time so I haven't tried calling any yet. TBH I am still enjoying being a pit stop repair colony tho.
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#1
Releases / Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (13-12-2017)
December 14, 2017, 12:01:28 AM #2
Releases / Re: [A17-B18] Rikiki's MiningCo.: Spaceships incoming! (04-12-2017)
December 10, 2017, 12:11:07 AM
I think I'm having the same problem as notabot is. I started a new game and everything when I downloaded the spaceship mod but it is researched locked for some reason. I have a comms station one block from my research table and I can't find an option on either of them to unlock the beacon and landing pad. I am probably missing something but I just am not sure.
#3
Releases / Re: [A12] EdB Prepare Carefully (v1.10.1 - Updated 22 Aug 2015)
August 23, 2015, 06:18:25 PM
I was having the same issue as a user above me with nexus mods. It claimed incorrectly that I had tried to download over 50 times and it had blocked my IP for like 3 hours. I know it isn't a big deal but it would be if everybody used nexus lol. Maybe you can just link it at the bottom of the OP like some other mods unless there is a size limit or something more to it that I don't know of. Hope w/e the problem it gets fixed soon, I feel like I can't play properly without this sweet mod.
Edit: In a last ditch effort to get nexus working I disabled adblock and it seemed to fix it. I'm not sure if it is an actual bug with nexus/adblock or just nexus mods sly way of fighting back but it might help those who need it.
Edit: In a last ditch effort to get nexus working I disabled adblock and it seemed to fix it. I'm not sure if it is an actual bug with nexus/adblock or just nexus mods sly way of fighting back but it might help those who need it.
#4
Releases / Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
August 09, 2015, 06:02:14 PM
Hey Rikki, thanks for the help. Sorry it took so long for me to get back to you. I figured out my problem. Long story short it was the fact I needed more than one fish for some of the bills like you said. I was trying to do fishing as early food since I love it so much but they were rotting faster than I could get enough to butcher. Am I missing something for early game or is it more of and option after you have a fridge up? I'm using superior crafting in the main pack so I don't have access to that at the start. Anyways thanks again for a awesome niche mod that I hate playing without.
#5
Releases / Re: [A11b] Rikiki's Miscellaneous (21-07-2015)
August 04, 2015, 07:52:49 PM
I was using the fish industry mod with a homemade modpack and noticed strange behavior when I tried to prepare the different fish I had caught. I had bills up for all the types possible but my cook would never butcher them. I would do bills before and after it but it wouldn't realize that we had fish ready to prepare. I tried it with a fresh install by itself and still had the same problem. Everything else works fine including cooking on the camp fire but I can't get the raw fish to interact with the butcher table. Let me know if I can do anything to help.
#6
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 28, 2015, 12:30:40 AM
I'm honestly not sure since I'm still new with this mod so I didn't think to check. It could have happened to the one in my prison yard when I was rebuilding it, but my common room has been the same. It could have been when somebody knocked the door down but I'm not sure. I just started a new play through so I'll update you if it happens after a reload or just me being derpy.
#7
Outdated / Re: [MOD] (Alpha 9) FixBone v10b
February 27, 2015, 06:45:32 PMQuote from: Olfan on February 27, 2015, 03:48:54 PM
When I order some artificial bone pieces made, my colonists will gladly haul plasteel and steel to the smithing bench, but then the materials will just vanish and the colonist will go fetch the next batch of materials without ever creating anything. The counter doesn't decrease either, so that asking for just one artificial bone piece will quickly annihilate any amount of plasteel available.
Is it possible there is some incompatibility with some other mod? I've checked through the XMLs but couldn't spot any conflicts with the other mods I use. Also it doesn't make a difference whether I load this one first or last. Any ideas?
If you're using EdB interface just turn off the fancy bills it adds in the Interface Options. I don't remember the exact name of the option but somebody told me to do this when I couldn't craft parkas.
#8
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 27, 2015, 06:43:39 PM
I'm having a problem with my current jail. I have a common room with a paste dispenser and a hallway outside. I have about 4 cells with 2 beds each, and a couple medic cells. My problem is that my wardens spend all day putting people back in their room when they walk into the common room. I swear I watched them for 5 mins juggling the same 5 prisoners lol. I have a sec camera up and everything. I could send a picture if it would help. Any ideas? other than turning off my wardens.
EDIT: I figured it out. When I reload my game my sec cameras disappear most of the time. I just assumed they were up since the last time I put them there. My bad.
EDIT: I figured it out. When I reload my game my sec cameras disappear most of the time. I just assumed they were up since the last time I put them there. My bad.
#9
Outdated / Re: [MOD] (Alpha 9) FixBone v10b
February 26, 2015, 03:47:05 AM
Cool thanks. This mod fills my need to be able to heal anything on my settlers.
#10
Outdated / Re: [MOD] (Alpha 9) FixBone v10b
February 26, 2015, 02:47:43 AM
I might have missed it in the OP but does this allow you to heal the pelvis. I remember I lost a great soldier after his pelvis was shattered. I had to look it up to be sure I couldn't fix it in vanilla or modded.
#11
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 25, 2015, 06:39:21 PMQuote from: Grynnreaper on February 25, 2015, 03:16:03 PMThat is the same problem I'm having but on the second to easiest diff. I think it is partly because the mod is balanced against itself and I'm using a couple other mods but I'm not sure what to do against them, or how to keep my wealth low enough. I tried changing the rarity or w/e but I'm not that great at editing so I don't think I made a difference.
Is it normal on basebuilder mode that 16 of those purple helmet (hehe) guys visit at a time?
phoebe basebuilder and basebuilder difficulty
#12
Bugs / Re: Crafting hats just deletes all my leather
February 23, 2015, 01:25:12 AM
Thx Skissor. That did it perfectly. I actually prefer the new bills panel as compared to EdB.
#13
Outdated / Re: [MOD] (Alpha 7) Extended Surgery and Bionics V1.4
October 25, 2014, 03:25:50 PM
I'm torn about this mod changing so much. By itself it's just getting better, but few people play with just one mod at a time. I would always recommend Extended Surgery because it worked with anything but now I can't use my preferred medical mod.I mean, I'm sure the incompats. will work out soon enough but now I have to work around vanilla mechanics. At least I have a copy of the old version for now. lol
Edit: After some tough mod choices I got this working with my normalish set of mods. Lot of fun. The added features compared to the last version of Extended Surgery I had are really cool. Good job and sorry for this initial downerness.
Edit: After some tough mod choices I got this working with my normalish set of mods. Lot of fun. The added features compared to the last version of Extended Surgery I had are really cool. Good job and sorry for this initial downerness.
#14
Outdated / Re: [MOD] (Alpha 7) More Storage - New skip and gunrack added
October 16, 2014, 04:41:53 PM
I gotcha. I just do the title screen thing but almost always have to relog because of textures like you said. Thanks for helping me fix my problem.
#15
Outdated / Re: [MOD] (Alpha 7) More Storage - New skip and gunrack added
October 16, 2014, 02:25:38 PM
Actually that seemed to work. I was originally loading them like they suggested on the TTM thread and loaded the extras first then the TTM suite. Thats super weird. I have a question if you have a sec and seem to know more than me
. Is there any difference between loading the mods and going back to title screen then loading more mods, or loading mods then quiting the game and starting it and loading more mods. If that makes sense.
. Is there any difference between loading the mods and going back to title screen then loading more mods, or loading mods then quiting the game and starting it and loading more mods. If that makes sense.
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