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Messages - Little Hell

#1
Have you ever thought of adding toys?

Wooden building blocks could easily entertain a kid or a baby, and also provides a more nicer variety on joy sources. Tiny cars could be crafted from metals, dolls from textiles, stuff like that. Maybe they could even boost some skills, I don't know.

#2
Have you thought about adding toys? Teddy bears to train social, building blocks for construction, tiny plasteel soldiers for shooting/melee... that's all I can think of. So babies can "train" themselves a little bit while growing.

Thanks for updating!
#3
Quote from: UnlimitedHugs on July 19, 2017, 12:54:33 PMYou're in luck- this can already be done with the "Select similar" tool. Select a healroot, then use the right-click menu action on Select similar. Bam, all healroot selected. Now just click "Harvest", and you're good to go.

Wow, that's an interesting combination... why I didn't thought that before...

Thanks! I said nothing then. I will Finish off some raiders to compensate my stupidity.
#4
Releases / Re: [A17] ResearchPal and HelpTab
July 19, 2017, 12:51:24 PM
Quote from: faltonico on July 19, 2017, 01:07:42 AM
Hi there!
I just had to uninstall the mod =( for some reason, some research projects that were behind research requirements or the multi-analyzer were not possible to do because somehow, the mod didn't detect that i already had it researched or built them.
The particular research was Microelectronics basics, I disabled the mod and could advance with the research, enabled again and some projects were still blocked, like the ones needing the multianalizer, even though I already had it built.

I had the same problem, and I couldn't find the Brewing research. It was behind another research (Basic Prosthetic, EPOE)
#5
Quote from: Xadhoom on July 18, 2017, 05:29:39 PM
I really love this mod!

But i have a question: is bionics the only way to "fix" shattered bones? Or maybe there is some kind of unlockable operation to inject nanites so they fix them? (i see bones are not harvestable)

Would love that, like, a Plasteel rib.

Where's the fix scar option?
#6
Very useful mod, and I love the Finish off animation.

Can I suggest something? I don't know if anyone suggested it already, I'm too lazy to check, but anyway; a 'harvest all plants like this on map'? So you can, for example, harvest all the wild healroot without harvesting the berries or vice versa.
#7
Mods / [Mod Request] Better switch?
July 16, 2017, 08:10:47 PM
I'm looking for a wall switch, not a weird big button on the floor. Something more... realistic.

What could you do?
#8
Mods / Re: [Mod Request] Smooth BRICK walls?
July 15, 2017, 09:09:21 PM
Quote from: dburgdorf on July 15, 2017, 12:09:40 PMOn a side note, your question probably should have been posted in my mods' thread rather than in the generic mods thread. ;)

Oh lol just noticed that YOU ARE the mod creator.

If you want I can post it there.
#9
Mods / Re: [Mod Request] Smooth BRICK walls?
July 14, 2017, 11:42:04 PM
Quote from: dburgdorf on July 14, 2017, 10:37:35 PM
If you want all your walls to be smooth, just replace the mod's block wall texture with a renamed copy of the smooth wall texture. ;)

I don't want to lose the brick walls tho.

Also I don't know how to do that.
#10
Mods / [Mod Request] Smooth BRICK walls?
July 14, 2017, 07:26:05 PM
I'm using the Rainbeau's Smooth Stone Walls mod (this one)

And... well, he said "[...] some players prefer to have all their walls look exactly the same. If you're one of them, you can have your pawns "etch" the smoothed stone walls, to give them a pattern that matches the brick pattern in constructed walls [...]

But I don't want to etch a smooth wall, but smooth a brick wall instead (a player builded stone wall, I mean)...

Can someone do a smooth-brick-wall mod?
#11
Mods / Re: Art Modifications - Resources
July 12, 2017, 10:12:08 PM
Quote from: sera13 on February 11, 2017, 01:49:01 AM
I made a hi-rez psd template of the vanilla vegetable produce container for modders to use. It has both a front and back layer so you can easily put your produce in the box.



here is what it looks like scaled down


That's pretty good but I think that there's two crates, one in front of the other. I am wrong?
#12
Mods / [Mod Request] Better T-shirt?
July 07, 2017, 11:35:27 PM
So I did this with paint + EdB Prepare Carefully. Look:

 

Did you noticed?

The left girl has her t-shirt without damages. Is there any mod that makes the vanilla T-shirt look like that one? Or at least that adds a new wholesome T-shirt?

(PS: Any spelling mistakes? Sorry, I'm from Spain! <3).
#13
Mods / Re: [Mod Idea]: Rain shield?
September 16, 2016, 10:53:38 PM
Quote from: Coercion on September 16, 2016, 10:23:34 PM
umbrella?

Power Armor. It is cooler and does not require add objects or make sprites.
#14
Mods / [Mod Idea]: Rain shield?
September 16, 2016, 09:50:22 PM
Just a simple idea for a mod:

A personal shield "will attempt to stop any rapidly-moving projectile". Well, raindrops are projectiles. Projectiles of water, falling from the sky.

I would like a mod that allows pawns activate their shields to don't loss walking speed during rain.

Obviously, they can not shoot, so they can not hunt. And they can perform their tasks in the colony quietly, with visible shield on, as if they were recruited.

(Have I written all right? I don't speak English. I try to use my knowledge + Google Translate)
#15
Mods / Mod request: Better rack.
April 16, 2016, 06:27:06 PM
Well, the racks are now...

...pretty useless.

You can store artillery shells so they don't fly your colony into pieces, some clothes and some weapons...

I wish they store more things. Meals, beer, food, materials like wood, steel, jade, gold, etc... and not only two. It occurs to me that could be as an object with inventory, something like the inventory of muffalos from the merchants.

It could do more elegant stores, or store my pawn's breakfast (so they can just wake up and breakfast in their rooms!).

I don't know if it should be an improvement to the current rack or a new one. But I would like things stored there are not damaged (and not rot)