Yeah, Craftable guns being updated would be hella good. Nothing like trying to take down a crashed ship part using nothing but SMGs and pistols because the combat traders stocked nothing but trash or guns so expensive I can't afford them.
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#2
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.1)
February 28, 2015, 01:52:47 PM
Those look pretty awesome, and match the new art style really well, good work man!
#3
Outdated / Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
December 23, 2014, 08:14:11 AMQuote from: Minus on December 22, 2014, 08:08:38 PMQuote from: Drone on December 22, 2014, 11:25:09 AMI knew Tynan was gonna fix shoulders, but I thought he'd made it so you could install bionic shoulders AND bionic arms together. I did not know arms were now attached to shoulders. This shouldn't be a hard thing to fix. Just make sure you don't have any bionic shoulder lying around after the update, because I'm about to remove them.
I think you broke something in the stock game that lets bionic arms be attached to people with missing shoulders. It was a fix that Tynan did so that you don't end up with people with missing shoulders wandering around with arms connected to mid-air. At any rate, you can't attach bionic arms to people with missing shoulders after this mod is installed.
Excellent, I've piled them up with a bunch of raider corpses and burned them all. Cheers.
#4
Outdated / Re: [MOD] (Alpha 8) Extended Surgery and Bionics V1.6
December 22, 2014, 11:25:09 AM
I think you broke something in the stock game that lets bionic arms be attached to people with missing shoulders. It was a fix that Tynan did so that you don't end up with people with missing shoulders wandering around with arms connected to mid-air. At any rate, you can't attach bionic arms to people with missing shoulders after this mod is installed.
edit:
Further to this it looks like bionic shoulders no longer allow you to put bionic arms on them, resulting in permanently armless
colonists.
edit2:
Basically what I'm trying to say is that bionic shoulders aren't needed any more since bionic and prosthetic arms attach the shoulder as well now, so you do not need a seperate bionic shoulder part. I think this is messing with everything and causing all the arm replacements to break and be uninstallable.
edit3:
Here's an example.
This colonist had his arm replaced before the mod.

This colonist had his arm replaced after the mod.
edit:
Further to this it looks like bionic shoulders no longer allow you to put bionic arms on them, resulting in permanently armless
colonists.
edit2:
Basically what I'm trying to say is that bionic shoulders aren't needed any more since bionic and prosthetic arms attach the shoulder as well now, so you do not need a seperate bionic shoulder part. I think this is messing with everything and causing all the arm replacements to break and be uninstallable.
edit3:
Here's an example.
This colonist had his arm replaced before the mod.

This colonist had his arm replaced after the mod.

#5
General Discussion / Re: Tips and Tricks for Rimworld
December 19, 2014, 04:56:37 AM
Save money on weaponry by wrestling your enemies to death.
#6
Outdated / Re: [MOD] (Alpha 8) Guns+ (v2.0)
December 18, 2014, 03:08:58 PM
This is a really well made and well drawn mod. Most weapons mods don't actually capture the stock art style so visibly stand out from it. Well done dude.
#7
General Discussion / Re: Tips and Tricks for Rimworld
December 18, 2014, 11:44:43 AM
Avoid costly delays with getting defenders to your walls by not having any walls in the first place.
#8
General Discussion / Re: Tips and Tricks for Rimworld
December 18, 2014, 08:06:37 AM
When defining growing zones, save yourself time and effort by putting them on soil rather than wooden floors.
#9
This is the third topic about this now, I feel like it needs adding quite urgently, lol.
#10
General Discussion / Re: So... stonecutting... why?
December 17, 2014, 07:16:28 AM
Uh, why don't you just ask for the job to be repeated 20 times instead (roughly 20 blocks per job), rather than asking for the end product to equal 400 units?
#11
Mods / Re: [Request] Meals per day
December 15, 2014, 01:42:49 PM
I don't see how this is useful, Make until you have X does exactly the same thing effectively since colonists won't eat more/less than they want to per day anyway?
#12
General Discussion / Re: Turns out you can heat your base with coolers.
December 15, 2014, 01:41:07 PM
You uh, realise that no cooling system is 100% efficient? All that's happening is the "waste" heat produced by the inefficiencies in the system are heating up the room more than they cool the other room.
#13
Ideas / Re: Windows (or louvres or similar)
December 11, 2014, 05:21:35 PMQuote from: Wex on December 11, 2014, 08:00:32 AM
Like a Passiv Haus.
Good insulation and heat ducts.
I like it. Also very low energy consumption.
This should be a research to add to the tab.
I kind of feel like they should be enabled by default and maybe make air conditioners a research item, which would make more sense. It seems kind of unreasonable to expect colonists to lack the skills to cut a hole in a wall and put a flap over it. The main purpose for this would be to prevent overheating/overcooling where the outside temperature changes.
#14
Ideas / Windows (or louvres or similar)
December 10, 2014, 07:52:03 PM
Currently, it's possible for rooms to get far too hot or cold compared to another side of a wall. What I'm suggesting is essentially an automatic window or fan with minimal power requirements (like, 25 Watts or so) that simply opens and closes to achieve a target temperature on a specific side of it by exchanging heat between the two sides towards an equilibrium point.
Example(s):
You are venting heat from your fridge into your dining area. The dining area rapidly heats up to a point that colonists hate it there. To achieve a comfortable temperature, you fit a window that vents outside, set to keep the inner side at 21 degrees. As the outside temperature is 8 degrees, the window opens and excess heat is vented out of your dining room outside.
Later, you turn the fridge off to save power. With the heat off the temperature of your dining room cools off and after a couple of cold days is at 10 degrees. Since the outside temperature is 17 degrees now (Sunny day, apparently) The window automatically opens to attempt to bring the temperature closer to 21 degrees. Later, the temperature drops to -4 outside and the window closes to prevent heat flowing out of the dining room and hence taking the temperature away from the target temperature.
Other example uses would include:
- Central heating using 1 tile wide corridors heated to (100 Celsius) behind buildings with windows/louvres/whatever to call them between the heating duct and the rooms. The windows would be set to keep the building side of the window at 21 Celsius and would open and close to move heat from the central heating duct to the room.
- Low tech controlled heating using a room with log fires in coupled with attached buildings and windows to keep rooms at a comfortable temperature.
Hopefully this idea has some merit to it since in reality houses have had windows (and air ducts) since antiquity to essentially do the same things as these, but without being stuck on a future alien hell planet.
Example(s):
You are venting heat from your fridge into your dining area. The dining area rapidly heats up to a point that colonists hate it there. To achieve a comfortable temperature, you fit a window that vents outside, set to keep the inner side at 21 degrees. As the outside temperature is 8 degrees, the window opens and excess heat is vented out of your dining room outside.
Later, you turn the fridge off to save power. With the heat off the temperature of your dining room cools off and after a couple of cold days is at 10 degrees. Since the outside temperature is 17 degrees now (Sunny day, apparently) The window automatically opens to attempt to bring the temperature closer to 21 degrees. Later, the temperature drops to -4 outside and the window closes to prevent heat flowing out of the dining room and hence taking the temperature away from the target temperature.
Other example uses would include:
- Central heating using 1 tile wide corridors heated to (100 Celsius) behind buildings with windows/louvres/whatever to call them between the heating duct and the rooms. The windows would be set to keep the building side of the window at 21 Celsius and would open and close to move heat from the central heating duct to the room.
- Low tech controlled heating using a room with log fires in coupled with attached buildings and windows to keep rooms at a comfortable temperature.
Hopefully this idea has some merit to it since in reality houses have had windows (and air ducts) since antiquity to essentially do the same things as these, but without being stuck on a future alien hell planet.
#15
Ideas / Re: Anti malware in assemblies
August 25, 2014, 01:02:54 PM
This is actually fairly important and should be fixed straight away, I don't know how many of you played garrys mod 9, but there was similar problems with various mods and maps which would variously delete system files, force you to download spyware and similar.
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