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Messages - Klitri

#1
Releases / Re: [1.0] NON-Functional Cars (MYFIRSTMOD)
January 28, 2019, 07:22:05 PM
Quote from: Kirby23590 on January 28, 2019, 05:28:44 PM
Goodie!

A non-functional car that could use it's engine for a supply of power for the colony!

Also i have some questions...

Do they spawn in the road or in ancient highways?

Or when heavily damaged from continuous gunfire or when on set fire, do they explode violently like in some action hollywood movies?

YES...SADLYNOTYET.

BY THE WAY I MEANT FOR THE EXPLOSIONS AND FOR THE REST NOT YET...T H A N K  Y O U
#2
Releases / [1.0] NON-Functional Cars (MYFIRSTMOD)
January 28, 2019, 10:02:30 AM
NON-FUNCTIONAL CARS
This mod adds a new furniture, a car, that provides cover, small amounts of power for chemfuel, and storage for items to keep out of the rain. They are currently not functional. Also adds road, a new terrain type that acts like concrete. Useful for slowing raiders down and making streets look modern. This is my first mod.

https://www.mediafire.com/file/o96h34bca4d9hxq/Cars.rar/file
#4
It's such a rip off of Rimworld it's not even funny.. You can't compare Gnormia or whatever and DF to Rimworld. Rimworld is one of the first of its kind, and this little "Kleperth" crap even uses the same map generator.

Disgusting.
#5
Best feeling ever
Coming back to the save and eighteen million things have happened but only 1 or nobody died yet a lots changed so cooooooool
#6
While we're at it the war mask should be able to communicate with the space ships when they pass by if it's made out of plasteel or steel and also maybe let's adjust the texture to be animated so that when you change the material it has different effects like the wood it just molds over time and the plasteel should make sparkly kind of twinkles when they blink OH you should make pawns be able to blink it doesn't make sense that the water has animations and the grass but people don't blink it just makes no sense..!!!
. . .
or it could just be left the way it (fantastically) is.
#7

You are upset because of the -3 debuff, but what about the +20 buff from "Very low expectation" you got at the beginning ?
Isn't that what you argue ?
[/quote]


Lmfao! The lack of functional cerebral cortexes on the web is frightening and makes me feel elated at the levels of my own intelligence. Bye.
#8
Hmm... Wildfires ... Disease ... Low amounts of rain water falling from the sky. Yep, that's actually exactly what a tropical swamp is like. Quit whining.
#9
General Discussion / Re: B18 released!
November 22, 2017, 01:21:28 PM
If everyone'd get their heads outta their behinds and just play the game that'd be GREAT
#10
General Discussion / Re: Biome/Temperature oddities
November 11, 2017, 11:35:22 AM
What Lumpy said was probably exactly right! I can see how the map generator just wouldn't consider removing the vegetation because Tynan maybe didn't code it to do it yet in the first place; You could sum it all up and just say that it's a bug or a lack of a feature.
#11
General Discussion / Re: Closed vs. Open Colonies
November 03, 2017, 03:57:42 PM
Using mods I've recently built a huge huge base of Plasteel and the only way in and out of it is through advanced drop pods in the hanger bay of the base. It's sealed through three layers of plasteel wall and has no access in and out... Pretty cool. It's like a little cloud of glitterworld heaven on an otherwise barren planet.
#12
Sure go for that... If you think that running from some guy insulting you for three ingame hours is somehow a good story-teller dynamic.
#13
You don't have to add in a whole Z-Level system to simulate storm cellars... You could just create an object (Like a crpytopod) that acts as a storm cellar and shows a list of people inside the shelter. Maybe even add a way to store supplies in this "basement." It doesn't HAVE to be Z-Levels.
#14
The disabled stuff makes sense I suppose you could justify it as them being injured while traveling and managing to contact the colony was their only hope the legs stuff is hilarious lol .. Maybe more diverse and complicated medical issues will be added to the injured pawns so you have to setup like a medical base in the arctic tundra (i.e)
#15
General Discussion / Re: TIL: Brain damage
October 30, 2017, 07:16:37 AM
Even though everybody won't shush with the luciferium garbage I think this is really neat and not surprising well very surprising but not if you know what I mean.

"I hope this is a feature, not a bug. Because seriously, the idea of somebody recovering minimal consciousness after two years in a coma is something that can and does happen in real life--rarely, but it happens. The brain re-wires itself around the injury. Complete recoveries are rare, but improvements are certainly not unheard-of. Especially in strong, young people."

Thats what I was thinking too is a coma but that stuff about the brain re-wiring itself it just completely makes sense in the game.