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Messages - lucadena

#1
Quote from: skullywag on May 13, 2016, 08:39:22 AM
well you beat me by a few hours, if id known someone else was on this i wouldnt have bothered....ah well. You should PR that commit back to the main CR repo.
Shouldn't it be better if we test the change before he commit it?
Maybe create another branch called "experimental" or whatever.
#2
Quote from: Krutchen on May 13, 2016, 07:53:58 AM
https://github.com/Krutchen/CombatRealism/releases/tag/v1.6.51

Quick little patch to 1.6.5, Adds in the much needed ability for raiders to fight back against colonists using embrasures and anything else of the sort. Before, they couldn't shoot back because they could not path to the target location, doors would make your embrasures essentially solid walls to them that you could just pew pew out of. Not any more.

I pretty much just had to make a small detour using the ccl to change how AttackTargetFinder was operating.
Great! I was looking forward for this change.
Thanks for your effort. I will test this later today.
#3
Quote from: skullywag on May 12, 2016, 07:40:11 AM
So as NIA has left Rimworld modding and the modders slack ( :( ) I guess now is the time to state that ill be taking over maintenance of this mod with his blessing, for now, simply because I have a silly amount of mods and a rather large lack of any free time, this will be restricted to alpha updates (and maybe the odd bugfix) only. I wont be adding new features for now.

If anyone out there thinks theyve got the skills to pay the bills and understands where CR should head and wants to take over from me then i would welcome a chat.

CR will live on. Dont worry.

Thanks, you give me hope :)
#4
The new patch looks really good.
I like the new auto equip and aggressive drop, but I could need a generic option to get one of any type of meals, maybe preferring the better one. Right now it is a pain to configure survival package for everyone, then change to simple meals and so on, and I don't want to select both, as the inventory is limited.
#5
Just dropped by to tell you that this mod is really awesome. This really should be in the base game in my opinion. Great work
#6
Mods / Re: [mod request] Improved food dispenser
October 20, 2014, 03:32:05 AM
Can you make a paste get better with research, instead of having another entity?
#7
Mods / [mod request] Improved food dispenser
October 17, 2014, 06:50:58 AM
I would like to be able to research a better dispenser that produces food of better quality (maybe same quality of basic cooked food), so my cooks can focus on preparing better quality food.
To balance things it would consume more energy than a normal dispenser and it would consume more food than a cooked basic food for the same quality.
#8
Hi, what about adding biogas?
http://en.wikipedia.org/wiki/Biogas
Using extra crops to make energy?