is this mod compatible with wood economy?
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#16
Outdated / Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
April 11, 2014, 07:20:46 PM #17
Outdated / Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
April 11, 2014, 06:52:26 PM
ah ok so conveyor belt work the same way? cool
#18
Outdated / Re: [MOD] (Alpha 2, Alpha 3 Ready) Industrial Rim v0.0.1.4
April 11, 2014, 06:33:44 PM
how do u ue the smelters?
#21
Bugs / Solved: Colonists wont eat when in priority task (1,2,3,4) mode
April 11, 2014, 05:34:11 AM
yeah been a few games now where ill set a bunch of priorities, have foods in my stockpiles and theyll be too busy to eat, i get this bug in alpha 2 and 3. I can understand if there was no food.. but there is.. and theyll go to sleep with hunger at 0...
it'd be nice if there could be like a "water fountain" piece of furniture people regularly use that staves away hunger deaths or something and maybe refreshes desire to "check_if_unit_is_starving/go_eat_nearest_edible" code or something. could go into water management later on but a quick fix. not sure how to combat this bug since food is right there :/
it'd be nice if there could be like a "water fountain" piece of furniture people regularly use that staves away hunger deaths or something and maybe refreshes desire to "check_if_unit_is_starving/go_eat_nearest_edible" code or something. could go into water management later on but a quick fix. not sure how to combat this bug since food is right there :/
#22
Ideas / Re: How about a RED ALERT / BATTLE STATIONS?
April 11, 2014, 02:08:54 AM
+1 this! red alrts!
#23
Ideas / Re: Dual wield for high level shooters / assassins
April 11, 2014, 02:08:23 AM
do want this bad!!
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