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Messages - spyfox321

#1
Suggestion : Can we just replace Promethum with Chemfuel entirely?

Or maybe changing Blazebulbs to produce Chemfuel or FSX instead.

Since now creating Chemfuel is an actually a viable industry (With the introduction of Chemfuel Generators and Chemfuel from milking Boomalopes).

Having a 2nd Flammable substance called "Promethum" for weapons feels redundant.

Oh yeah also there's a small 'bug' where if I use this mod with "Don't shave your head!" the backpack goes on the top layer and it looks weird.
#2
I'm a (was) real fan of combat realism, Now since I combat realism here, what ways can I help the development of the mod?

I just wanted to say that a lot of people literally can't play the mod since the game feels broken with out this mod.

Thank you for continuing this mod :D

Also Need to ask you, what version is this mod currently in? because this needs to be updated to A17 asap.
#3
Releases / Re: [A17] Force Pawn to Do a Job
June 02, 2017, 04:00:35 AM
shouldn't the forced colonist get a mood penalty, like

forced to do work he doesn't like -8

Also, obviously, they shouldn't do the work autonomously.
#4
I think the additions of water towers which hold water (Same mechanics as batteries) and collect water when it's raining would be a good addition to the game so we can play on maps without rivers.