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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. All of the mass drivers in the mod as I have updated it have the required tech being experimentalElectrics, the highest of the stock nodes. I've updated the costs to follow this table: MassDriver 1 1.00 6250 2500 MassDriver 5 5.00 31250 12500 MassDriver 8 8.00 50000 20000 MassDriver 12 12.00 75000 30000 massAccelerator05 0.50 6250 2500 massAccelerator05Slave 0.50 3125 2250 massAccelerator125 1.25 15625 6250 massAccelerator125Slave 1.25 7813 5625 massAccelerator25 2.50 31250 12500 massAccelerator25Slave 2.50 15625 11250 massAccelerator375 3.75 46875 18750 massAccelerator375Slave 3.75 23438 16875 massAccelerator50 5.00 62500 25000 massAccelerator50Slave 5.00 31250 22500 and they seem reasonable for now, compared to the PB-NUK Radioisotope Thermoelectric Generator, which has an entry cost of 58000 and a cost of 23300. Final beta in a few minutes, hope to release in a few days if no objects or issues show up New (and hopefully final) beta release, 1.3.4.1 Updated costs and entryCosts for all mass driver parts https://github.com/linuxgurugamer/NeatherdyneMassDriver/releases/tag/1.3.4.1 If I don't hear anything in a few days, I'll turn this into a full release
  2. New release, 0.5.1.5, OUT of BETA Fixed doubled "Picture Picture" experiment name when taking a picture
  3. Not everyone wants or knows how to play with mods. Mods are haphazard, some are well written, and some are not. I can attest that most mods I've adopted have been inefficient to a certain extent, some more than others. Also, no standards are followed by mods, so while mod A does something one way, mod B does it another way, etc. So why aren't there any game supporting the old IBM AT & similar? The "more of us" is not an excuse, but business reality. Someone has to pay the bills, and I don't see the ultra low end getting any larger. If anything, it is getting smaller, and putting in the effort to ensure that the game will continue to run on the older systems becomes too expensive to justify spending the money. While I do have a high end system, I also have laptops which would classify as low-end, and I use those laptops while traveling. So I am very well aware of the issue.
  4. I don’t believe it does. That comment syntax is seen in several languages such as C, C++, C#, etc.
  5. There are at least two mods which have that that I maintain, and i think there is at least one more So you think that the minimum required system should never be changed? You do realize that this type of decision also affects the top end of the player base? And that top end is much larger than the low end? Every time a decision would have to be made, they would have to make it on the basis of not affecting that 500 (orless) people. Than yoy, but no thanks. There comes a point when you have to make a hard decision, and a low number like 500 pales to insignificance compares to the over 1,000,000 other players out there
  6. ZeroMiniAVC is fully compatible, a is STRONGLY recommended to install and leave installed. Yes, the v2 is thread safe
  7. I may take a look at this on my coding stream on Monday evening, but this is low priority for me right now, working on several other mods right now
  8. New BETA, 0.5.1.4 Increased mass of seeds & updated description Added "Biome dependent" to experiment definitions Science values adjusted for all skylab experiments Science dataScale adjusted for all skylab experiments Fixed checks for number of crew needed Added enforcement of number of crew needed Added check for minimum aggregate science experience needed in scientists in lab Reduced frequency of updates to SkyLabCore PAW to 4x/sec Reduced frequency of updates to SkylabExperiment PAW to 4x/sec Added check for stock CAMERA_NEXT key (defaults to V), also added check for stock CAMERA_RESET (defaults to BackQuote) https://github.com/linuxgurugamer/L-Tech/releases/tag/0.5.1.4
  9. Boo @bcink The Spacedock link is broken, this one works: https://spacedock.info/mod/1755 @Clamp-o-Tron While I'm not a part modder, feel free to reach out for help with configs, etc They are great looking parts
  10. I was unable to replicate this. Can you provide more info? Would require [x]Science changes, contact the author/maintainer when I've released this What about any of the other experiments? I haven't changed any of these values, but after looking at stock, it seems that they are all rather overpowered, so I'll probably be reducing them by a lot
  11. It was, but I'll be reducing that Known issue. Actually works ok with HullcamVDS installed
  12. You don't want to open Pandora's box, especially for only a single mod
  13. I'm not sure how much more I can do. it's mentioned in two spots in the OP near the top, and CKAN (recommended way to install) does it automatically.
  14. What makes you think they aren't working? Internally, they are just parachutes
  15. Not that simple to do, sorry. If someone were to contribute some code, I'd be happy to polish it up and include it
  16. Making History have more up-to-date parts, KW has some others. Why not both?
  17. The whole idea behind this is to remove unnecessary work, you are asking that it merely increase the work. Sorry, it's not going to happen, doesn't make sense.
  18. Easy way to test is to remove the Janitor's Closet and see what happens. However, I can tell you that this mod does not rename any parts
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