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Topics - DeWolf

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Electric motors have a power stat and an epower stat, which I presume mean how powerful said motor is and how much electricity it uses respectively. However as far as I have seen in the jsons combustion engines only have an epower stat so I am wondering what determines how powerful an engine is? Also for the engine items I have seen a stat called displacement can someone tell me what that is if you can?

I have downloaded the latest experimental so unfortunately I am going to need to find a crap ton of painkillers to install some of the bionics I have found (More disappointed that it involves all bionics not just ones you find from butchering but whatever) but in the meantime of my survivor holing up and training skills so that I would have high coverage armor that actually protects you. However as I am sitting next to my fire filled brazier cooking, crafting and occasionally throwing stuff in hope of getting more strength from stats through skills when I notice that I am missing a small amount of hp from every body part except my legs. Now things to note to help figure this out, my character is usually in the warm state due to the clothing/actual armor and the fire and my random character that I am playing this run with is schizophrenic so delusions and stuff. So if anyone has any information I would greatly appreciate it.

An acer c720p chromebook to be more precise. So is there a version that works or do I have to compile it into a certain format?

Lorem ipsum. Read the subject.

I see that there is a place to add a symbol and color to an item/weapon but how do you reference that item to a texture in a graphics tileset?

As well as how much liquid can stuff like the standing tank and the wooden keg contain. I never knew how ridiculous farming could be.

For example what does the SHOT tag on say the 00 shotgun ammo actually do.

Ok so in the latest experimental for some reason when using a normal funnel as a vehicle part it doesn't seem to collect water. I have a tank underneath it and it has rained for hours but no water. I took the roof on that tile off and replaced the funnel with a different one. So for some reason the normal one doesn't work but so far the makeshift one does. Any explanations?

Using one of the experimentals and a couple of mods I am now getting this interesting error.

DEBUG: There are too many mandatory overmap specials(99>72). Some of them may not be placed.

FUNCTION: void overmap_specials:: check_constistency()
FILE: src/overmap.cpp
LINE: 299

I understand what it means what I am asking is there a way I can increase this maximum?

The Garage - Bug Reports and Technical Help / Recipes broken?
« on: September 06, 2016, 08:01:41 AM »
What is going on with the charcoal forge why can't it or the equivalent do their thing also for some reason I can't seem to legitimately acquire somethings atm more specifically the rechargeable battery mod?

Does any one know or think that any of the craftable guns and or gun mods like the survivor's carbine and barrel extension are rifled?

So in the several versions I ran into a bug where when I try to use the vehicle welding rig to repair an item and this message comes up. "Lost tool used for long repair" So while I can use it for crafting it will not let me repair it.

We have semi trucks and we have their trailers why is it that we cannot attach or tow the trailers. Either that or the ability to fully transfer a vehicle's charge to another so that way we won't have to worry about constantly removing batteries from cars and attaching them to our uber cars/trucks/mobiles.

The Garage - Bug Reports and Technical Help / Wrong Crafted Liquid
« on: May 05, 2015, 08:57:32 PM »
in the version 3001 (not sure if applicable to others) I can craft gasoline all right with the correct ingredients of course. Now when I press the button to craft the last thing I made (being gasoline) instead I started crafting lamp oil. I don't know about the ingredient usage as I have alot but the point being that the game decided to last craft the wrong thing. I have only seen this with gasoline so far.

The Toolbox - Code Help / Action Help
« on: April 30, 2015, 02:45:22 PM »
Someone over on the garage forum suggested that I move my problem here but anyway. I am trying to create a mod that adds a item that acts as an alternative to the acetylene torch, mostly for opening locked metal doors. I tried essentially copying the original torch's  code with the exception that it uses batteries instead of acetylene. But here is the problem when ever I tried to use it because of the action name it says it requires acetylene to be loaded in the tool in order to perform it. I am wondering if there is a way around this or if there is a non hard coding way of adding my own action.

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