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Does anyone know if I can set research from a different mod as a researchPrerequisite? Also if I make a change to an unresearched techs researchPrerequisite, do I need to start a new colony to get the change to take effect?
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# ¿ Aug 19, 2014 19:53 |
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# ¿ May 8, 2024 12:46 |
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OwlFancier posted:Another small mod: Power and Light. Better powers roof drills are the best for moving full time into the mountain home. Like 80 metal and bam 5x5 sky where ever you need it.
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# ¿ Aug 22, 2014 16:01 |
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Is their a way to see your kingdom worth in this game? As I can't get a feel for how this game balances at all. I'll be plodding a long just handling the 6 mem armed with rocks and arrows raids it throws at me. Then suddenly with very little change in my base I'll eat a raid of 18 space pirates armed to the teeth.
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# ¿ Aug 22, 2014 16:13 |
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Turtlicious posted:Ok I give up, where are the text string for incidents kept, and where the hell do you create if/and statements in those files. Get a C# decomplier and decomplie some mods. Do one of the big ones and you will get all sample code you need.
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# ¿ Oct 8, 2014 14:36 |
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ninjewtsu posted:In general, sounding ungrateful when someone goes out of their way to help you is a bit of a faux pas Still through, because a guy rated someones advice "0/5 would not listen to again"?
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# ¿ Oct 20, 2014 18:22 |
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So I am running alpha 10 with Inacio's mod pack and my roofs don't seem to auto generate over anything but the walls them self. Is a mod thing, a known bug, or am I just missing something?
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# ¿ Apr 30, 2015 22:57 |
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Inacio posted:That's really weird, can you show a picture (and make sure its not a no-roof zone)? If I add a no roof zone and then remove it this is the roof that pops back up. Under the roofed sections are wood walls. Before and after the no roof zoning/unzoning, the area counts as outside(rain, mood, can't be set as prison). This happens for any building I make, and starting a new colony doesn't help.
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# ¿ May 1, 2015 00:51 |
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Tommofork posted:Did you generate a new world after installing the modpack? I vaguely remember something about the fast floors mod doing that.
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# ¿ May 1, 2015 02:50 |
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You need infinite z levels that way you can make giant plasteel dick fortresses, with which to intimidate and murder your foes.
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# ¿ May 7, 2015 16:05 |
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Scratch that, I'd want a way to accelerate my enemies at relativistic speeds towards my enemies. No need for explosives or walls, the impact kills them dead just as spectacularly.
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# ¿ May 13, 2015 20:48 |
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Millennial Sexlord posted:If I am in an environment that hits -40 F at night and rarely rises above 11 F during daytime, would putting coolers in my walls in reverse end up being a more power efficient way to heat my interior? From what I understand, they remove heat from the blue side and expel it out the red side. Would the cold temp outside end up doing nothing for me? Trying to keep my place heated with heaters is incredibly power hungry. So I have been playing with this mod for a while, the internet has told me these things about heating and they seem to be working. Always make your heated room walls out of aluminum, as it will give you the highest hp walls your can get with out a lucky uranium strike, and apparently how well walls insulate has to do with their hp value. Your walls from outside to inside should be double wall, air gap, single wall. I have found no information on the effects of heating and/or pressurizing the air gap. Always minimize the number of blocks in your heated rooms that touch the outside. Air lock heated rooms from unheated rooms even if both sides are pressurized. The RTG seems to generate a good amount of heat so set it up indoors.
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# ¿ Feb 14, 2017 17:06 |
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# ¿ May 8, 2024 12:46 |
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Beer4TheBeerGod posted:Need gyrojet machine guns to really work. I feel like one of the lots of guns mods adds them.
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# ¿ Feb 22, 2017 18:10 |