I think I found a bug: you can build Basic Prosthetics Workbench without the Basic Prosthetics researched (tribal start)
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#1
Releases / Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
January 24, 2017, 03:59:11 PM #2
Ideas / Re: Caravan's need a fixin' thread! Post things that need fixed concerning caravans!
January 18, 2017, 02:49:00 PM
We need to be able to set caravan world spawn hex. Or flat hexes need to be preferred.
My caravan always spawns in the west, south or east mountains, instead of the only flat hex in the north. That could save 2-3 days worth of food.
My caravan always spawns in the west, south or east mountains, instead of the only flat hex in the north. That could save 2-3 days worth of food.
![](https://i.imgur.com/DfU81JN.jpg)
#3
Mods / [Mod Request] Dynamite
January 15, 2017, 12:28:57 PM
I canĀ“t find any mod that does this and I'm not a programmer/modder so I decided to make this mod request.
New building:
Dynamite
Dimensions: 1x1
In-game Description:
Used by miners to collapse old tunnels.
Building materials:
Steel x10, Component x1, Frag Grenade x1 (any quality, if not possible to use Frag Grenade make the Steel 30x instead)
Actions:
Activate - A Pawn comes to the object and activates it (same as opening cryptosleep caskets, except it's instant). 10 seconds (1x time speed) after he/she activates it, the dynamite explodes making 3x3 cave collapse - only if the dynamite is under or next to overhead mountain (this way it can be used both as a timed trap and to seal the tunnels)
Deconstruct - Default Deconstruct action.
(Optional) New Research:
Dynamite
In-game Description:
Allows colonists to build dynamites.
Tech level: Industrial
Project Base Cost: 1200
Thanks to everyone who tries to make this mod
New building:
Dynamite
Dimensions: 1x1
In-game Description:
Used by miners to collapse old tunnels.
Building materials:
Steel x10, Component x1, Frag Grenade x1 (any quality, if not possible to use Frag Grenade make the Steel 30x instead)
Actions:
Activate - A Pawn comes to the object and activates it (same as opening cryptosleep caskets, except it's instant). 10 seconds (1x time speed) after he/she activates it, the dynamite explodes making 3x3 cave collapse - only if the dynamite is under or next to overhead mountain (this way it can be used both as a timed trap and to seal the tunnels)
Deconstruct - Default Deconstruct action.
(Optional) New Research:
Dynamite
In-game Description:
Allows colonists to build dynamites.
Tech level: Industrial
Project Base Cost: 1200
Thanks to everyone who tries to make this mod
![Smiley :)](https://ludeon.com/forums/Smileys/default/smiley.gif)
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