Oh man, I got baited so hard I think I'm going to log off the computer for the night.
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#2
General Discussion / Any way to create incinerators?
December 17, 2014, 02:31:20 PM
I was really looking forward to getting to use heaters to create incinerator rooms and such Am I mistaken, is this just not possible? Am I not doing it right? Will there be mods to create such items? Throwing molotovs at the ground is pretty crude tbh.
#3
Outdated / Re: [MOD] (Alpha 7) EdB Interface UI Mod (v2.3.1 - Updated Oct 18 2014)
December 10, 2014, 04:15:25 PM
Gah, the new alpha release has highlighted how much I rely on this mod erryday
#4
General Discussion / Re: Updates Taking Forever
November 30, 2014, 02:33:00 PMQuote from: keylocke on November 30, 2014, 12:11:02 PMConsidering right now it looks like he's cooking up ways to cause people to burst into flames and harvest their organs, it seems that the kitchen analogy is a bit strange. Granted it'd probably work for most kitchens in rimworld
(it's like i'm outside the kitchen and i can smell the delicious stuff that tynan is cooking.. haha)
#5
Outdated / Re: [MOD] [] [ALPHA7] Wolflover - Werewolves - Happy Halloween (31.10.2014)
October 31, 2014, 03:42:12 PM
Wonder how long until people just make everything into furries.
#6
Outdated / Re: [MOD](Alpha 7) Realistic Weapons V2.0 + Fortifications Mod Pack
October 27, 2014, 08:03:03 PM
Is fortification mod still for alpha 6?-
#7
Outdated / Re: [MOD](Alpha 6) Realistic Weapons V1.2 + Fortifications Mod Pack
October 21, 2014, 08:57:08 PM
This still being developed?
#8
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod V1.3
October 21, 2014, 04:24:46 PM
How is this different from the *other* extended surgery mod?
#9
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 18, 2014, 04:00:08 PMQuote from: brunayla on October 17, 2014, 06:26:23 PMLookin forward to it!
Thank you sir
That is the type of input I was looking for. That being said I have completely rewritten the mod and will be releasing an up date soon.
#10
Outdated / Re: [MOD](Alpha 6) Realistic Weapons V1.2 + Fortifications Mod Pack
October 18, 2014, 03:54:28 PM
Any idea when we can expect an update to RW?
#11
Outdated / Re: [MOD](Alpha 6) Realistic Weapons V1.2 + Fortifications Mod Pack
October 17, 2014, 05:58:22 PM
My game feel so empty without RW! My snipers have to be standing next to the enemy, and I've shot people in the head multiple times with no effect!
#12
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 17, 2014, 03:49:11 PMQuote from: brunayla on October 15, 2014, 03:12:25 PMI hope that I am not sticking my nose in where it isn't wanted, but I downloaded that and installed that version, and the only error I got was from a line in the embrasure file that didn't define any research project. Since it was blank and there was no corresponding ResearchProjectDef, I simply deleted it and the rest works wonderfully. Even the 'Stuff' functionality appears to work just fine.
Hay All,
I think that I have gotten most if not all of the bugs out of it.
Skullywag could you take a look at it and tell me what you think?
Embrasures 2.0.9
https://www.dropbox.com/s/a1u5wwhvsfspt80/Embrasures%202.0.9.zip?dl=0
Brunayla
#13
Releases / Re: [MOD] (Alpha 6) EdB Prepare Carefully (v1.0.4 - Updated Sep 22 2014)
September 23, 2014, 05:18:43 PMQuote from: Spectre on September 23, 2014, 02:52:09 PMThat may have something to do with the bug I've seen regarding certain values not saving properly in the presets.
Minor bug or perhaps I'm missing something. I gave my guy 14 points in shooting and made him incredibly pale. In game he's tanned with 10 points in shooting, I've also noticed it with other colonists I make as well, there skills don't seem to set properly.
#14
Outdated / Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
September 23, 2014, 05:14:21 PMQuote from: skullywag on September 23, 2014, 03:25:05 PMQuote from: EdB on September 23, 2014, 11:46:08 AMQuote from: Nimr_Tiger on September 23, 2014, 11:35:21 AMThank you both for the info, that definitely works for the time being.
I seem to have a slight bug when an existing colonist goes on a mental break, is arrested and eventually recruited back, it seems they don't appear back in the colonist bar. Is this intended?
Not as intended. That's a bug--I will take a look. I expect that if you save and reload the game that they will show up the bar as expected.
Double confirming this bug...not major at all a quick reload does indeed fix it.
#15
Outdated / Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
September 23, 2014, 11:35:21 AM
I seem to have a slight bug when an existing colonist goes on a mental break, is arrested and eventually recruited back, it seems they don't appear back in the colonist bar. Is this intended?
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