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Messages - kentauros87

#1
Urist would be so proud of that
#2
Mods / Re: [MOD SUGGESTION] Corpses autoundressing
November 02, 2014, 05:09:27 PM
 :o You're right! Changed, now it's dirty mind-proof  ;)
#3
Mods / Re: [MOD SUGGESTION] Corpses stripper
November 02, 2014, 05:07:01 AM
Good! Thank you
#4
Mods / [MOD SUGGESTION] Corpses autoundressing
November 01, 2014, 03:07:08 PM
I think many of us are enjoying a little "industry of death": stripping down dead enemies; using, selling and recycling their best clothes, burning their corpses (or converting in soylent green, if you have apothecarius). Many built a crematorium / soylent green factory using A2B conveyor belts. All fantastic. BUT! Something is missing: a better automation of hauling/stripping/burning the corpses.
So, it would be nice if someone creates a "workbench", to automatically strip human corpses (before stopping for the millionth time a colonist burning a corpse with very nice armor or apparel). Is it possible?
#5
What about this: people attacked and wounded by werewolves became themselves werewolves. And in the next episode, vampires, with blood sucking system, fear of the sunlight and bed coffins.
#6
KugelBlitz, actually I thought the same thing. But it would be something like a conveyor belt that "locks" the colonists while they walk on it, in just one direction. It seems not so useful nor pratical, without mentioning the difficulty to implement it. In the end, Igabod's work could be the way. I think the "perfection" could be 2 new floor tiles, one with low speed boost / building cost, and the other way more resource hungry and fast (maybe requesting power in order to work).
#7
Help / Re: [BUG][not-so-solved] no operations avalaible
October 31, 2014, 05:00:20 PM
 just lolled  ;D put another mod in me, THAT's what she said (actually my rimworld copy)  8)
Anyway, tests are done. Found the conflict source mod. I'll do more research to estabilish if it's a mod bug or some personal mess
#8
Help / Re: [BUG][NOT SOLVED] no operations avalaible
October 30, 2014, 06:12:13 PM
Elimineted all mods concerning operations, put newRecipeNurse and Extended Surgery with Bionic Parts (so no Apothecarius). Problem still present. Need to go deeper with further tests.  >:(
#9
Help / Re: [BUG][not-so-solved] no operations avalaible
October 28, 2014, 06:34:41 AM
I noticed unsetting and resetting the mods is useful only in one session. After I close and restart the game, the problem is represented, so the procedure it's needed again. Apothecarius (and newRecipeNurse) is currently the only mod that modifies operations and such (no bodyBank etc, but I use many other mods).  :o
#10
Yes, I play a heavy modded version of RW. Tested with new world and colony, problem not present anymore
#11
Done, but things remain as said. Maybe the savefile got corrupted. Sometimes it happens
#12
Good job! 130% speed is not too op. Found something strange: all mined areas and smooth stone changed to sand  :o I think a next logic step could be a new floor, with huge speed bonus and building cost
#13
Great! Thanks for your work, I'll give it a try immediatly  ;D
#14
Me too, same bug noticed  :o
#15
constructed floors give a small speed boost, but nothing much. So it's realizable, good