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Author Topic: [B18] Enhanced Development (Mod Collection) 2018-02-10  (Read 29258 times)

Canute

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Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
« Reply #75 on: January 14, 2018, 03:40:59 AM »

Yep.
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Jaxxa

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Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
« Reply #76 on: January 14, 2018, 05:46:49 PM »

The original intention was to indicate that the Replicating was going to be a power-hungry process and so required a direct power connection.
Although since that is inconsistent with the other work tables I will consider changing it if that is what most people prefer to make it consistent.

Harry_Dicks

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Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
« Reply #77 on: January 14, 2018, 05:50:54 PM »

The original intention was to indicate that the Replicating was going to be a power-hungry process and so required a direct power connection.
Although since that is inconsistent with the other work tables I will consider changing it if that is what most people prefer to make it consistent.

Yes, you have my vote! I personally only like to have my conduits running along the walls, which is perfect with the connect length and roof distance, so I don't want to have to run any conduits into the middle of the workshops, if necessary. They are negative beauty too, I believe. And if you don't play with fuses, that fucking Zzzttt!
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Zebrin

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Re: [B18] Enhanced Development (Mod Collection) 2018-01-10
« Reply #78 on: January 16, 2018, 01:12:36 PM »

Thank you so much for making this set of mods.
The game is so damn annoying to play when you don't have a convenient(If expensive) method of saying "No." to incoming fire. I don't mind the small arms stuff as it can be dealt with with reasonably accurate turrets and a lot of sniper rifles, but trying to deal with mortars when my play style is very defensive... Such a pain.
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Jaxxa

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Re: [B18] Enhanced Development (Mod Collection) 2018-01-21
« Reply #79 on: January 21, 2018, 12:46:13 AM »

Updated ED-EnhancedOptions to 0.18.0.3

Suppressing Forced Time Slowdown.
Suppress Stripping Corps before Cremation.
Hide Marriage, Caravan Packing and Party Spots.

Jaxxa

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Re: [B18] Enhanced Development (Mod Collection) 2018-01-24
« Reply #80 on: January 24, 2018, 06:21:56 AM »

Updated ED-EnhancedOptions to 0.18.0.4 to fix an exception related to Hide Spots.

Jaxxa

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Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
« Reply #81 on: February 09, 2018, 08:43:48 PM »

Just Updated EnhancedOptions to a new version.
 I did a fairly major code refactor, so let me know if anything looks broken.

Harry_Dicks

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Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
« Reply #82 on: February 09, 2018, 10:16:07 PM »

Thanks! Anything new for us users, or just some tuning under her hood?
« Last Edit: February 09, 2018, 10:45:00 PM by Harry_Dicks »
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Jaxxa

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Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
« Reply #83 on: February 09, 2018, 11:32:27 PM »

Nothing that users should see unless they are reading the debug log.
That has been cleaned up to prevent cluttering it with messages that dont really matter.

Kori

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Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
« Reply #84 on: February 13, 2018, 02:09:47 PM »

Hey Jaxxa,

have you found a solution for Combat Extended and Turret Control yet? Everything else works fine. :)
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Kori

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Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
« Reply #85 on: February 18, 2018, 05:52:03 PM »

As a feature request, is it possible to extend the cremate option to also include the cremate into fertilizer recipe from Vegetable Garden?
« Last Edit: February 18, 2018, 05:55:16 PM by Kori »
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Harry_Dicks

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Re: [B18] Enhanced Development (Mod Collection) 2018-02-10
« Reply #86 on: February 18, 2018, 06:00:37 PM »

As a feature request, is it possible to extend the cremate option to also include the cremate into fertilizer recipe from Vegetable Garden?

AKA how to use people for food but no be considered a cannibal? ;D
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