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Messages - Yas

#2
Quote from: Adamiks on June 15, 2015, 12:01:00 PM
Alpha 11 update? I really would like to see this mod.

+1 My poor pawns desperatly needs fitting clothes.
#3
Hello Jaxxa.

Votes for "keep it as it is" cause its easier for me to find those of ur mods I like if they are together. And since its modular I can do cerry picking. So, everything fine to me :).

Maybe u want to rethink the mods name thought since not everything is enhanced defence anymore? Sth more general like "Jaxas awesome mods" (u may quote me here, so its not like u show off with it ;) ).

Just my 2 cent.
#4
I dont get the problem. Trees and fertilizer always been fine for me. I'd say: If its overpowered for you, just dont use it?! But please give it back to those essentials back for those players who need it (desperatly!). Pretty pleeeease.

The biggest advantage of RimWorld is that it is a Simulation and it let u play like _u_ want. If I want Killboxes because Im unable und too stupid to play without, let me, please. Its me and my fun about the game. Same for fertilizer pump and trees. If u dont have fun playing this way, great, everybody enjoys the game his / her own way.

Playing in tundra iceshelf needs some indoor farming (and dont say the h-word! Every 5 min they are out of power for some reason and food for the next 5 weeks just gone, cause it just despawns) and so I need some fertile floor inside.

And dont ask me why I play Tundra / Iceshelf only, I dont know, I just keep doing it. And pleeeease let me.
#5
Hey Mipen,

thx for getting modular :P ... loving it. Now I got another stupid request for to bug u- sorry.

Would it be possible to describe a bit what ur moduls include? Like

MD2Core: Needed for all
MD2Droids: Adds all droids and related stuff like workbenches, materials and so on. (Okay, droids quite obvious)
MD2Industry: Adds... stuff (just what? Is coal belonging to industry? Or extractors? Whats clay? Clay? Huuh?)

Cause I got a bit confused looking for my beloved Fissure generators and ore extractors. Are they industry? Or maybe manufactoring?

Get what I mean? :)
#6
Since Minus is absent for 2 month now, and his mod stucks in A9... I wonder if u can really match both mods.
#7
Quote from: IAMEPSIL0N on April 17, 2015, 08:00:41 PM
I would have to check but I believe they provide too much coverage for that idea, I seem to recall having a setup like

Dunno... I always thought an embrasure is *meant* to have super cover. Isnt it? Look at this WWII thingy:
http://upload.wikimedia.org/wikipedia/commons/d/d1/Large_embrasure_in_British_WWII_fortification_%28internal%29.JPG.

It provides a *lot* cover for a rifleman, doesnt it?

And thats how I understand the MD2 (and other) emrasures. So... Id say its okay they provide a lot cover.
#8
Quote from: mrzjadacz on April 13, 2015, 03:14:46 AM
Does embrasures or mechanical walls in embrasure state, grant any cover? I would want to use them to make maze.

Cover... thats what they are for. So, Id say *yes*
#9
Quote from: Canute on March 07, 2015, 04:06:17 AM
Yep that made it clear.
I think this pic should be part of the starting page ! :-)

Glad it helped.

Not sure about startpage since this is MD2 and A2B is a different mod. But I dont mind if Mipen wants to use it though.

Speaking of startpage... Mipen, Shinzy and Jabbamonkey ... those new textures rock, really!
#10
Quote from: IWannaChaos on March 06, 2015, 09:03:25 PM

Have you tested that? When I tried it the game said I was blocking the ore extractor's interaction spot.

Next to the output spot. Have 4 extractors in a row like

Hope that helps.
#11
Mods / Re: [Mod request ]Repair & Upgrade stuff
March 06, 2015, 02:45:24 PM
Quote from: SilverTitch on March 05, 2015, 09:31:55 AM
https://ludeon.com/forums/index.php?topic=10908.0

it's already done buddy. just started using myself and feel its to OP. cost to repair is nothing as long as its not equipped. all the same tho, you problems have been fixed.

><

Right, seems like I missed that mod... ty for the hint. May a mod close this thread pls.
#12
Quote from: tuku473 on March 05, 2015, 06:58:05 PM
The thing is.. i was able to remove the arm from the prisoner, but i cant implant it on the other guy D: are they harvestable just for selling? or im missing something? :(

Harvesting POWs is a warcrime. No, it should work. Are u sure u have enough medkits and a med-bed?
#13
Mods / [Mod request ]Repair & Upgrade stuff
March 05, 2015, 07:23:45 AM
I please ask anyone kindly to make me stop crying by giving me an option to repair my stuff. My poor colonists run around in raggs in the cold and I cant do anything to stop that.

Especially since prices for clothes deliverd by hostile neighbours dropped to about 1 $ each I do really hard to get my ppl clothed.

What I would like to ask for is 2 new bills, one for tailor bench and one for that super useless weapon thingy (why I want to build a sword? Eh?) that let me repair stuff to 100%. Using cloth e.g. for apparel and steel for weapons.

Wait, and while we are wishing, how about the option to build real stuff like power armor or rifles? Honestly, I live in the year 5.500, I dont gear my ppl with stone swords if not needed. Last time I did a bunch of mechanoids laughed about me hard (but not long though).

Btw. Did I already said that this stuff wearout is completly unbalanced in my eyes? Did it really needed to be done in A9 just to show that there is progress? Well, yh, unhappy about.

Err... wait, what was this topic about? Ah, right, repair. Anyone able to provide a repair bill?
#14
Well,

if you use A2B loader at an MD 2 extractor, fortbid to take the ore and prohibit transport the ore gonna stack far beyonf 75 (seen something about 900 yet).

Funny enough, since loader is considered storage it even counts (made me look once for my 2000 steel I couldnt find and what wasnt used to build stuff) in statistic.

So, if you could change storage stack to 2500 e.g., so you see the steel icon on DSU and the number below. Wouldnt it count then?

Problem with the load was, if you allow transport it will bring u only 75 steel in the end. Funny... though... if one takes the 900 stack to build sth all can be used.

Couldnt that bug used for DSU? Or maybe its a hint how u can make it working?
#15
Quote from: noone on March 04, 2015, 05:07:54 PM
Well, I remember choosing the priority to be larger than normal, but I can't really remember why ... ;)

I agree with you, and don't really see a good reason for it right now. Probably worth changing this to normal as you suggest.

Note that in the next release, all items will be "forbidden" by default in the Loader's list, so your colonists will not start hauling anything until you set up the Loader as you want/need. That should help as well ...

Sounds fair to me. A "Allow all" button would also be nice though :)