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Messages - Wilde Card

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1
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: June 04, 2013, 12:47:38 am »
Would it be possible for you to provide us with your notes so far?

What I mean is, if someone is to take over updating the mod, they will need to know exactly what it is you do and don't want done. What have you made? What do you want made next? What are some absolute rules you want modders to follow?

I know you've told us about the various ministries and using them as modding arcs, but I would like something more specific if possible.

I second this

2
I was actually going to post about this myself when I came online, but it seems that someone beat me to it.
I decided to set my squad to off duty so I gave my commander a few stone toy crafting jobs, he didn't have any experience at all and the first toy he made was a Talon memory orb, I have a few marble hologems as well but I don't have the workshops for them yet.

3
DF Modding / Re: Drunken-Bear: Add Loads of !!FUN!!
« on: May 09, 2013, 02:18:54 am »
I'm looking forward to seeing this project in motion :D

4
Wilde Card: Can you upload the save for that turret duplication bug? It may be specific to your situation but I'd still like to check it out.

Sorry, I can't find it, I think I deleted it in I realized the hard way not to put flamethrower turrets outside :-\
It may be relevant that I was using advanced params to give me excess high-quality salvage, but I have no idea. So sorry I can't get the save to you, but I'll try to duplicate the glitch at some point

5
> I've hit a bug, I'm not sure what triggered it or how to remedy it, but my mechanic went to upgrade a security turret into a minigun turret, but cancelled it because apparently we don't have a medium calibre ammo box, but the weird bit is, is that a few seconds later a turret upgrades anyway without any resources being used up.
Are you certain, the resources weren't consumed? Do you know how to uhm... replicate this bug for my turrets?

Haha, as I said, I have no idea what's triggering it, but all of the resources that my mechanic gathers before job cancellation remain in the Maintenance workshop. :P I have been making use of it though, and have a small collection of minigun turrets pastured just inside my main gate ;D

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I've hit a bug, I'm not sure what triggered it or how to remedy it, but my mechanic went to upgrade a security turret into a minigun turret, but cancelled it because apparently we don't have a medium calibre ammo box, but the weird bit is, is that a few seconds later a turret upgrades anyway without any resources being used up.
Has this happened before? Just thought I'd bring it up

Oh yeah, and the reaction for inflating balloons doesn't have the 'L' from 'inflate'

7
You've forgotten to name my pony. Pack Sugarflag, please. ???

Oh yeah, my pony didn't get named either ^^;
His name's Jack Gears, thanks :)

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My pony was first Legendary? Aaaaw yeah! 8)

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And Wilde Card, you want Larkspell? He is a Unicorn Miner / Mechanist, and will also serve as gunsmith and making things at the workbench type stations when they are up.

Yeah, he sounds great! I'm looking forward to next few reports, this should be good :D

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Just read the first entry and by this mod's standards, you are doing great.
I wouldn't mind being ponified, but I'm incompetent as an Overstallion so I'll pass on that.

All I ask for is a Unicorn craftspony named Jack, I don't mind which crafts either :P
Cheers
Thanks Ice, expect to have alot more done tonight. Because of IRL stuff yesterday evening and Embark things, it took a bit to crank it out. I am going to keep an original game copy for anyone who is intrested. The Wilderness embark is lacking in High Salvage, but that adds actual need for trade.

Wilde Card, I will ponify you at the next chance I get. Male Unicorn, correct? I should have one of those left in embark, if I am not mistaken. I may be though.

That'd be great! :D Thanks

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I wouldn't mind being ponified, but I'm incompetent as an Overstallion so I'll pass on that.

All I ask for is a Unicorn craftspony named Jack, I don't mind which crafts either :P
Cheers

12
Mod Releases / Re: Fallout: Equestria (v0.98b beta) Life Goes On...
« on: February 25, 2013, 03:36:34 am »
Is it normal for one of my ponies on embark to have a "burnt away" cutie mark?

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Mod Releases / Re: Fallout: Equestria (v0.98b beta) Life Goes On...
« on: February 23, 2013, 02:27:17 am »
My Legendary Mooded Engraver just engraved a wall...
"Engraved on the wall is an exceptionally designed image of cowardly pegasi"

I wonder if the Enclave will ever find it, and what they'd do :P

14
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 11, 2013, 11:57:00 pm »
>If you have a finished goods stockpile set to allow everything that could cause problems. Anything hauled won't show up on the reaction lists in the workshops.
I shall never let my crates be hauled again, ever. Thanks

I had collected:
9 broken civilian crates
3 normal civilian crates
1 explosive crate
1 Ministry of Image crate
4 Ministry of Peace crates
6 Ministry of Morale crates
5 Ministry of Wartime Tech crates
4 Ironshod crates
4 Stable-Tec crates
and 5 RoBronco crates before I thought to ask here :P

> ...provided the stockpile's near your Supply Depot
Even better! Cheers

15
Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 11, 2013, 01:47:04 pm »
I have a problem with crates, in some Stables the crates work fine but in other ones, the option to use crates rarely if ever shows up, I'd just like to point that out.
I'm not sure what it could be though, my Stables are generally always in the same biome while I'm getting used to things so I can't really help with that

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