Urist would be so proud of that
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#1
Mods / Re: [Mod Request] Toggleable Wall Panel / Dwarf Fortress Drawbridge
November 09, 2014, 09:16:50 AM #2
Mods / Re: [MOD SUGGESTION] Corpses autoundressing
November 02, 2014, 05:09:27 PM![Shocked :o](https://ludeon.com/forums/Smileys/default/shocked.gif)
![Wink ;)](https://ludeon.com/forums/Smileys/default/wink.gif)
#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?
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
Outdated / Re: [MOD] [] [ALPHA7] Wolflover - Werewolves - Happy Halloween (31.10.2014)
October 31, 2014, 05:28:21 PM
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
Outdated / Re: [Mod](A7) Fast Floors V1.1 as requested by Kentauros87
October 31, 2014, 05:21:46 PM
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
put another mod in me, THAT's what she said (actually my rimworld copy)
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
![Grin ;D](https://ludeon.com/forums/Smileys/default/grin.gif)
![Cool 8)](https://ludeon.com/forums/Smileys/default/cool.gif)
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.
![Angry >:(](https://ludeon.com/forums/Smileys/default/angry.gif)
#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).
![Shocked :o](https://ludeon.com/forums/Smileys/default/shocked.gif)
#10
Outdated / Re: [Mod](A7) Fast Floors V1.1 as requested by Kentauros87
October 27, 2014, 02:32:37 PM
Yes, I play a heavy modded version of RW. Tested with new world and colony, problem not present anymore
#11
Outdated / Re: [Mod](A7) Fast Floors V1.1 as requested by Kentauros87
October 26, 2014, 07:18:03 PM
Done, but things remain as said. Maybe the savefile got corrupted. Sometimes it happens
#12
Outdated / Re: [Mod](A7) Fast Floors V1.1 as requested by Kentauros87
October 26, 2014, 07:13:51 AM
Good job! 130% speed is not too op. Found something strange: all mined areas and smooth stone changed to sand
I think a next logic step could be a new floor, with huge speed bonus and building cost
![Shocked :o](https://ludeon.com/forums/Smileys/default/shocked.gif)
#13
Outdated / Re: [Mod](A7) Fast Floors V1.1 as requested by Kentauros87
October 26, 2014, 04:17:37 AM
Great! Thanks for your work, I'll give it a try immediatly
![Grin ;D](https://ludeon.com/forums/Smileys/default/grin.gif)
#14
Bugs / Re: [M|0.7.584] Butcher table "take to best stockpile" option not working
October 21, 2014, 11:11:36 AM
Me too, same bug noticed
![Shocked :o](https://ludeon.com/forums/Smileys/default/shocked.gif)
#15
Mods / Re: [MODE REQUEST / IDEA] "fast lanes": quick movement for colonists
October 20, 2014, 04:06:30 PM
constructed floors give a small speed boost, but nothing much. So it's realizable, good
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