I like having prisoners. I want a bionic arm or something that I can give to at least one of my colonists so they can beat down my prisoners and get them down with a very very low percent chance of killing them. It would make my life a lot easier
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#2
Support / Help with animal zones
September 14, 2015, 07:02:02 PM
I'm not sure if there's a limit to how many animal zones I can make, but every time I try to make a new animal zone (I have five already) I'm able to name it, but when I go into the animal restrictions tab to move those animals into that new zone, the only zones showing up are the first five I've already created.
I'm also able to expand that zone, and delete it, but it just doesn't show up in animal restrictions, so I can't actually move the animals into that place.
Any help?
I'm also able to expand that zone, and delete it, but it just doesn't show up in animal restrictions, so I can't actually move the animals into that place.
Any help?
#3
Outdated / Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
July 19, 2015, 10:39:28 AM
Actually yes, we did do all that. We've downloaded the .dlls fun the front page and page 11 and combined them with the mod folder from page 10. You'd be surprised at what all we've tried in the eight or so hours we've worked on this. We've done everything short of going in to mess with the code
#4
Outdated / Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
July 18, 2015, 04:16:57 PM
Mending just doesn't work at all ): we removed all other mods, started fresh, and added the dll file mending and it just doesn't work. We thought it was because of all the other mods, but nope.
anything else we should know or try? We love this mod. We can live without it, but don't expect us to be happy lol
anything else we should know or try? We love this mod. We can live without it, but don't expect us to be happy lol
#5
Outdated / Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
July 16, 2015, 05:12:47 PM
I'm (trying) to use this with the Ultimate Overhaul modpack and I can't seem to get mending to work no matter what I do! Is there anyone who can figure this out/give some tips? I've tried moving it in the mod order multiple times already.
#6
General Discussion / Re: My fiancee's colony
May 01, 2015, 03:28:52 PMQuote from: userfredle on April 30, 2015, 08:12:17 PM
Just looks like shes killboxing, Its a simple way to win the game at any difficulty, but you might as well not kid yourself and play on the lowest, that way your not also getting all the stuff off dead raiders for free this is where most wealth comes from, aside from plasteel mining and High level crafting
So if you wanna get a huge colony just like your fiance, just cheese through the game with a killbox
Challenge him or her to make an actual colony that fights out in the open with weapons not turrets and 1 square hallways, then she will see why pawns go in and out of colonys
Have you ever played on extreme difficulty? If you have, you would already know that having a low amount of turrets is almost death to your colony. Have you ever seen when tribes people attack? How big the waves they come in are? Yeah, try fighting that horde with 41 people with little to no turrets, see how you do.
I've done it before, and they pretty much either got all my people downed or dead.
And even with these turrets, the tribes people like to get up close because of their melee, and they take out half of my turrets and easily push past them most - if not all - of the time. I do have people fighting, you know.
--fiancee
#7
General Discussion / My fiancee's colony
April 30, 2015, 07:54:27 PM
So my fiancee plays rimworld while I'm at work and she tends to have these HUGE colonies that I can never seem to build up to. (Possibly because I like them small, but whatevs) THIS is her latest creation. (Keep in mind that she plays on extreme difficulty on Randy Random and she has 41 people without losing any so far)

And this is what she has to deal with when cleaning up after a pirate attack

And this is what she has to deal with when cleaning up after a pirate attack

#8
Outdated / Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
December 13, 2014, 09:20:15 PM
I hope this is updated for Alpha 8!
I've loved this mod and reaaaallllly want it to make me feel at home in rimworld again!
I've loved this mod and reaaaallllly want it to make me feel at home in rimworld again!
#9
Ideas / More Detailed naming (apparel)
December 12, 2014, 11:33:42 PM
So I noticed when I was trying to organize the apparel I wanted to keep, that it's not very specific.
For example, in apparel it just says 'pants', when it could be like 'devilstrand pants' or synthread, you get the idea.
I would like to separate the apparel I like to keep (devilstrand pants, synthread pants, ect.) from the apparel I sell, but I can't create separate zones for them because of the fact it just says 'pants'. ;-; I hope I'm making sense?
I haven't checked yet if it has changed in alpha eight yet, so yeah.. xP not sure if it has been looked over or not.
For example, in apparel it just says 'pants', when it could be like 'devilstrand pants' or synthread, you get the idea.
I would like to separate the apparel I like to keep (devilstrand pants, synthread pants, ect.) from the apparel I sell, but I can't create separate zones for them because of the fact it just says 'pants'. ;-; I hope I'm making sense?
I haven't checked yet if it has changed in alpha eight yet, so yeah.. xP not sure if it has been looked over or not.
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