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Messages - thesoupiest

#1
Arrows that miss should create a slightly damaged arrow item where they land. Enemies struck with arrows should have an arrow added to their inventory to be reclaimed upon looting their corpse.

Also b18 plsplsplsplsplsplsplsplspls
#2
Hi Ohu! Great mod - I had never dealt with an outpost or investigated an item stash until I had a dropship in my garage. The ships are nearly perfectly functional and I'm grateful for your making them.

If I could offer a suggestion, a feature to reposition a ship on a map would be nice. I just cleared out my first enemy base, but I wasn't able to haul all the loot to the ship in time before the automatic caravan formation cut me off because the dropship was all the way at the edge of the map. If I could have, say, put one of my raiders in it and repositioned it closer to the base, I would have had a much easier time with it. Even if the fuel cost were some fixed cost far higher than would be logical, it would still be immensely useful.
#3
I fucking hate it when a colonist decides to hunker down and become completely unresponsive to all commands. Artillery shells, incendiary rounds, bullets, etc. are flying over his head and his position is rapidly becoming untenable, but there's nothing to be done because this guy that has seen combat dozens of times before is for some reason paralyzed with fear all of a sudden.

Please, make the hunkering down stun mechanic optional.
#4
Unfinished / Re: [A17][2 mods now] Project RimFactory
August 19, 2017, 03:08:56 PM
What are those gray squares in your demo images?
#5
i feel like an exception should be made for visitations within the first two quadrums. It seems a little unfair for people visiting three offworlders who crashlanded in the wilderness a few days ago to expect lavish accommodations and "have enough of them" after one visit.
#6
Update for A17 please!
#7
Outdated / Re: [A16] Bulk Meals [REMOVED]
May 28, 2017, 09:07:37 PM
Please update this for A17. Please.
#8
Where can I read what each of these mods actually does in detail?
#9
Mods / Re: What ever happened to Combat Realism?
May 27, 2017, 08:03:54 PM
Quote from: Razzoriel on May 26, 2017, 12:07:26 PM
It is now called Combat Extended, and it is being developed for A17.

Do you know when it will be available, or if the progress of its development can be tracked somewhere? I can barely stand RimWorld without Combat Realism.
#10
Unfinished / Re: [A16] Nerve Stapling
February 03, 2017, 11:29:58 AM
What materials are required to perform nerve staple installations? I have medicine and a nerve staple, but my doctor can still not perform the surgery because of "need materials."
#11
Outdated / Re: [A16] Psychology (2017-1-21)
January 26, 2017, 03:15:46 PM
Would it be possible to add options in the Mod Settings menu to disable certain features of this mod? I don't mean to insult you or your work - I really like this mod and the intention behind it - but I find the idea of a mood reduction over wearing matching clothing to be beyond idiotic, especially among fellow crashers who were presumably wearing matching uniforms on the ship. I would think that people primarily occupied with the issue of their own survival wouldn't be worrying too much about individuality in fashion.