[A17] Enhanced Development - Poll About Steam A18

Started by Jaxxa, April 16, 2016, 02:44:51 AM

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Should Steam Workshop Mods have a separate entries for each Alpha Release or a single entry that gets updated?

After the Official Release update the existing Entry of mods to the new release
47 (59.5%)
Create a new Mod Entry for each Alpha
32 (40.5%)

Total Members Voted: 79

joaonunes

#150
Quote from: Jaxxa on May 22, 2016, 07:57:24 AM
Quote from: laser_man6 on May 20, 2016, 06:55:55 PM
Quote from: Jaxxa on April 16, 2016, 02:44:51 AM


you do know you listed omni-gel twice right?

Thanks Should be Fixed now.

Quote from: joaonunes on May 20, 2016, 07:00:00 PM
Quote from: Jaxxa on May 19, 2016, 11:31:57 PM
Should have a Shield compatibility patch with Combat Realism up this weekend.

Looking forward to it :)

Released it now. Let me know how it goes. :)

As soon as I get back from school :)

EDIT: yup! working :D shields working perfectly
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isblimidar

Apparently these mods are not compatible with prepare carefully.
it also causes the crash landing mod to completely flip out.


joaonunes

Quote from: isblimidar on May 24, 2016, 06:09:27 AM
Apparently these mods are not compatible with prepare carefully.
it also causes the crash landing mod to completely flip out.

They should not be... I am using most of Enhanced Development's mods with Prepare Carefully and I had no issues.

Your problem is that Crash Landing needs a patch to work with Prepare Carefully, look for it on both mods' websites and install it
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Nanao-kun

How do the ED-Embrasures compare to the Embrasures in CR Defense?

joaonunes

Quote from: Nanao-kun on May 24, 2016, 01:58:34 PM
How do the ED-Embrasures compare to the Embrasures in CR Defense?

The CR patch gives basically the same stats as the ones from CR... Maybe there may be a difference in wall HP, but the cover they give is the same. Other than that the looks of them are different.
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AtreiNero

I'm not sure if anyone has mentioned this, but when I was playing around with ED-MoreVanillaTurrets, I noticed that they didn't have switches to turn them off and on. I couldn't find if this was intentional to the mod or not. I'm someone who likes shutting off the turrets if they are not in use.

TKCaesar

How do you reinforce materials once you have the workbench?

Jaxxa

New Updates:
* ED-MoreVanillaTurrets_01.00.01
* ED-ReverseCycleCooler_01.00.01
* ED-Plant24H_02.00.00

ED-Plant24H is a Complete Rewrite of the mod. Now requires CCL due to use of Detours.
  * Should no longer require Compatibility patches to work with modded plants.
  * Delete the old version of the mod and any existing Compatibility patches as these will now cause Errors.

Quote from: AtreiNero on May 24, 2016, 03:37:41 PM
I'm not sure if anyone has mentioned this, but when I was playing around with ED-MoreVanillaTurrets, I noticed that they didn't have switches to turn them off and on. I couldn't find if this was intentional to the mod or not. I'm someone who likes shutting off the turrets if they are not in use.

Sounds good, Added to the new Release.

Quote from: TKCaesar on May 29, 2016, 06:30:01 PM
How do you reinforce materials once you have the workbench?

It is not a normal workbench, just turn it on and it will Pull resources from adjacent squares, ideally Autohoppers, but also from the ground.

TKCaesar


[/quote]

It is not a normal workbench, just turn it on and it will Pull resources from adjacent squares, ideally Autohoppers, but also from the ground.
[/quote]
Thank you very much. What is the best way to get the materials I want in front of the machine? Should I create a stockpile or are "Hoppers" the best? I've never used them only seen them in-game but I'll figure them out if they are the best method.

Jaxxa

It does not really matter. If you use Hoppers you may need the ones from My Autoloader mod because normal hoppers dont have all the categories enabled.

I Personally think Hoppers look better, but if you just use a stockpile you dont need the Autoloader mod and you can make one big stockpile and change the settings all at once.

Really your choice, the Reinforcer will just use materials next to it, not caring if it is a stockpile or a hopper.

TKCaesar

Is the "Generic Hopper" From your mod? I just figured out that hoppers are just for the purpose of machines like this. Thank you for all the help.

Jaxxa


Jaxxa


Actarion

Hello

I recently used your omnigel mod :)
Before all, great work !

But, i wanted to give you some feedback about it.

-1  Actually the 3 workbenchs in the mod GENERATE electricity x_O i do belive it's a mistake ?
-2 You set the convert ratio for plasteel at 60 for 1. It's even worst than gold or uranium... Why ? :/
We use a lot of plasteel (a lot more than uranium :p)
I personally put it at 60 for 10 in my game but i wanted to know why that low ratio
(i have 486 omnigel crops and i still have to take really care about my plasteel use)

I apologize if my english burned your eyes :x

Boxmanbr

I have updated your Plant24H mod to 2.00.00 and I can't load my saves anymore.
I'm using Community Core Library v0.13.3.
Downgrading Plants24H to 1.00.00 fixes it.

"Could not find class Enhanced_Development.Plants24H.Plant while resolving node thing. Trying to use Verse.Thing instead. Full node: <thing Class="Enhanced_Development.Plants24H.Plant"><unlitTicks>16000</unlitTicks><def>PlantGrass</def><id>PlantGrass325452</id><pos>(237, 0, 158)</pos><health>85</health><growth>0.05</growth><age>16000</age><unlitTicks>16000</unlitTicks></thing>"

The line above repeats for every plant that exists in the save, except that the part of the plants' characteristics changes for the other lines. But "Enhanced_Development.Plants24H.Plant" is always there.