Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Frug

#1
Quote from: HighDerpLord on January 08, 2018, 06:31:20 PM
Hey just wanted to say i love this mod very much so far. just a few questions:
1) is there a way to watch my ICBM missle devastate an outpost/base without me sending a pawn first to the tile who gets obliterated in a white light
2) can i somehow look at the obliterated area? i instantly get thrown to the world map when the base is destroyed.
3) is the a purpose for the anti ICBM cannon? i think its called HEL. i mean its just urself nuking the world like a north korean wet dream, isnt it?
4) it may sound like im a psychpath but the question is similar to my number 1) with one exception.
is there a mod to show some random generated enemy/friendly bases/factions to zoom in and interact not like just trading/attacking? i like to inspect the peace and quiet npc pawns before i nuke them to oblivion. :) im actually a nice guy in RL
5) last question: i got 5 of this railgun turrets, when i click all 5 and force a target without someone at weapons console the all go for the same point. so far so good. But when i got someone at the console i cant do that with all 5 clicked. just one of them fullfills my command even if i press multiple times. is there a way to make them shoot consecutive or at the same time. its a tidy work to zoom out and click them one by one :(

nontheless, easiely the  best mod with Preperation and Star wars. i even learned stuff about nuclear reactors thanks to u :O
The HEL intercepts and destroys incoming mortar shells - not ICBMs. :)
#2
Quote from: Dogman_27 on November 23, 2017, 12:10:28 PM
Quote from: dubwise56 on November 18, 2017, 01:24:01 PM
its mostly done, the changes to make it work in 18 are done, but i'm half way through converting the launch pad to a missile silo, and changing the reactor fuel grid and adding the different sized cores, im trying to get hygiene out first though because that's something you start a new game with, rimatomics can be added later in a game
Sorry if I'm bugging you, but do you have an approximate date of release for B18?
Inb4 2018
#3
Releases / Hospitality and Combat Extended
June 28, 2017, 06:55:53 AM
When using Combat Extended and Hospitality together, it's possible to remove items from visitors' inventories by going into their gear tab.
#4
Quote from: JustALittleCrazyTalk on June 18, 2017, 08:23:37 PM
The hidden downside+irreversible nature of Persona cores is kindof a shit move. I've effectively lost a colonist to this prank. It's be funnier if I could install a regular AI chip to reverse it, or maybe just document it in the part description after its installed so people who apply some caution can tell what happened (I did put it in a surplus prisoner first to see what it did) as it is I'll just have to edit the mod to make the random mental breaks stop (since I can't tell from the XML how to make it replaceable).

Also it doesn't seem to be possible to make Scyther blades, but they're a required item for power claws.

The scyther blades are obtained from scythers I believe. You have to down them and add a bill to remove them in their health tab.
#5
Quote from: rambo on June 27, 2017, 12:19:32 PM
Is it possible to fix frail?

I think frail is fixable by installing a bionic spine, but I'm not sure.
#6
Releases / Re: Possible bug with Hospitality?
June 28, 2017, 06:48:26 AM
Quote from: NoImageAvailable on June 28, 2017, 03:26:34 AM
Quote from: Frug on June 28, 2017, 12:28:34 AM
If I select a visiting pawn and go into their gear tab, I can cause them to drop items from their inventory by clicking the drop button. This only works when they've walked into my home zone and been marked as guests, and only works on items in their inventory and not on items they have equipped. Have not tried this with the Hospitality mod disabled, and it is not game-breaking, but the temptation can be hard to resist at times.

Its a Hospitality issue, not related to CE.

Suspected as much, thanks.
#7
Releases / Possible bug with Hospitality?
June 28, 2017, 12:28:34 AM
If I select a visiting pawn and go into their gear tab, I can cause them to drop items from their inventory by clicking the drop button. This only works when they've walked into my home zone and been marked as guests, and only works on items in their inventory and not on items they have equipped. Have not tried this with the Hospitality mod disabled, and it is not game-breaking, but the temptation can be hard to resist at times.
#8
Quote from: skullywag on May 17, 2016, 07:04:01 AM
I can understand how this is happening, but not why, how:

https://github.com/Skullywag/CombatRealism/blob/master/Defs/ThingDefs/Weapons_Artillery.xml

all mortar "guns" have the charge rifle as the texture (as they are fake guns that arent equippable, core does this also) you need to have a texture defined or it breaks, the mortar itself gets the texture for its gun from building def not the gun def (always confused me, why Tynan?) anyways, so thats where the graphic is coming from but why you are seeing it I dont know, i will look into it. I know NIA mentioned this bug in the modders slack before he left so he was aware of it, dont know if he fixed it. Ill see if i can find that conversation.

Can someone put down a full explanation of what you see happening, im confused if there are charge rifles dropping as items, or the building mortars themselves are unremovable, full explanation with detail would be very helpful.

The items dropped are loads of charge rifles, at least in texture, that cannot be interacted with other than forcing colonists to equip them. Once equipped they can be used as mortars, but if you unequip them they will be stuck in their inventory. You cannot right click it at all, and they can not be forbidden/unforbidden or removed with the dev tool.
#9
Quote from: Galvenox on April 30, 2016, 06:22:27 PM
Quote from: Frug on April 30, 2016, 06:07:53 PM
Quote from: Galvenox on April 30, 2016, 05:50:23 PM
the mod itself works for me, but everyone besides my colonists has this loadout generator stuff and they can't shoot at all. my mod load order is correct, why isn't it working for me? I love the idea but sadly I can't enjoy it.

might be helpful to add, that when selecting drafted pawn, I don't have the option to select kind of ammo and the reload icon.

Did you restart Rimworld after activating the mods?

yes, just now to doublecheck. created new world and new colony. same problem. starting weapons have ammo, but when it's gone I can't do anything.

Wew strange
#10
Quote from: Galvenox on April 30, 2016, 05:50:23 PM
the mod itself works for me, but everyone besides my colonists has this loadout generator stuff and they can't shoot at all. my mod load order is correct, why isn't it working for me? I love the idea but sadly I can't enjoy it.

might be helpful to add, that when selecting drafted pawn, I don't have the option to select kind of ammo and the reload icon.

Did you restart Rimworld after activating the mods?
#11
Quote from: AllenWL on April 23, 2016, 10:18:45 PM
Considering how he was almost posting once a day before, possibly.
Ye, I cri ;-; PLS, I NEED SUMMA DAT REALISM
#12
Fuckin... Too pumped.
#13
Just a quick question: How many rounds will be produced per crafting action when making ammunition?
#14
can't wait until it's updated!
#15
I can't seem to be able to install any body parts from this mod. Really lame, as the parts work just fine if I put them on colonists through Prepare Carefully.