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Messages - Hayhorse

Pages: [1] 2 3 ... 11
Releases / Re: [A16] GHXX's Tech Advancing (1.4.1)
« on: January 30, 2017, 12:23:04 PM »
Looks like you still have not updated the download.

It should look like this when viewing the zip folders contents TechAdvancing(Ziped) --> TechAdvancing --> Defs, Assemblies, About

Not TechAdvancing(Ziped) --> Defs, Assemblies, About

Stories / Re: RIMworld TV
« on: January 29, 2017, 01:45:37 PM »
If your thumb is bigger than the nuclear mushroom, you're safe!

Radiation travels further than the blast radius. They are all fucked of they don't get into the mines.

Also they just nuked an ally. FUN!

Stories / Re: RIMworld TV
« on: January 26, 2017, 11:09:43 AM »
I would probably leave comments on your comics but I am too lazy to make another account for commenting.

I have too many anyways.

Stories / Re: RIMworld TV
« on: January 25, 2017, 09:21:45 PM »
Damnit Jimmy! Now I need to wait a few months for you to post anything. Still waiting for you to post another comic.

Outdated / Re: [A16] Nanotrasen's Armory - SS13 Weapons/Apparel
« on: January 23, 2017, 10:56:13 PM »
*George Melons intensifies*


General Discussion / Re: Why are all my huskies alcoholics?
« on: January 22, 2017, 02:08:18 PM »
Wait, so monkeys, a primate, shouldn't be able to open beer bottles?

General Discussion / Re: Crawling mechanics?
« on: January 22, 2017, 02:05:16 PM »
You would have to make an actual system for carrying weapons. Bandoleers needed to carry some weapons like rifles or pistol holsters for one handed weapons?

Maybe you could shoot a pistol while crawling, also due to the crawling factor you cant shoot over sandbags, but you cant be shot from behind them either.

General Discussion / Re: Crawling mechanics?
« on: January 17, 2017, 08:40:59 AM »
Operations > Left Leg > Instal Peg Leg
Operations > Right Leg> Instal Peg Leg

Closest you will get, they can barely move and it costs 1 wood per. (As of A12 I think)

General Discussion / Re: Shitty Colonists
« on: January 17, 2017, 08:39:33 AM »
I suspect it's more that you remember the really terrible colonists.  I've started dozens of colonies and still remember the two or three times I've gotten truly useless people who are either social time bombs or literal time bombs.

Strangely colonists I get are both social and actual time bombs, I don't trust them with guns because neurotic/nudist on ice sheet doesn't go well.

Reverse order.

2) Those mods do exist. Seriously. Just look a little harder - you should have no trouble finding them.
1) Yes. I don't think it's just Cassandra, I think it's more of the RNG. Every colonist is good at something, usually, but it's very rare that you get one who's good at things you want them to be doing.

2) Do you know of any mods, or keywords to search on the releases fourms.
1) I have shit luck. Somehow a bullet managed to brain dead a colonist JUST after a quick save even though he head a helmet.

There are no bad colonists. There is a colony manager, who can't find a niche for them in the colony :P

What if all niches are filled by a guy that can at least haul, clean and has like 15 artistic/crafting with full bionics? Braindead colonists aren't really useful for me since they take to long to clean. Then everyone flips out with *unnecessary* cannibalism so....

I haven't read a word from OP's post but I do like his use of Times New Roman.

Thank you.

the reason I use phobe chillax not only long break times from raid, visitors, passerbys and other events you also have better colonists

I do want colonists, but not colonists that mentally implode into a unrecoverable state when they see a corpse because they keep wandering out to the raider pile when dazed. Also phobe, I have yet to use, and is apparently way to easy.

Outdated / Re: [A16] Camping Stuff v0.2.2
« on: January 16, 2017, 10:03:01 PM »
He could just make it forbid-able, or set the "switch" campfires have that say to not fuel it.

General Discussion / Shitty Colonists
« on: January 16, 2017, 09:46:47 PM »
Am I the only one that has noticed that Casandra gives really shit colonists? Like, 1 or 2 in crafting or art with skilled and dumb labor disabled, so effectively everything is disabled except maybe art, then they are a pacifist or have 0 in shooting/melee. I am kind of surprised no one has talked about this and also surprised no one has a made a mod that the no dumb labor/skilled labor colonists stop appearing.

Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
« on: January 16, 2017, 09:31:51 PM »
If this is possible adding an air supply. What if someone created a underwater survival mod? Start in deep sear diving gear with limited O2 and have to try and survive.

Releases / Re: [A16] GHXX's Tech Advancing (1.4)
« on: January 16, 2017, 09:21:03 PM »
Yes I do, viewing the zip file and extracting it via winrar yields nothing but the three internal folders, no folder to hold the mod.

It should be: (Zipped folder) > (Mod Folder) > (Defs, About, Assemblies)

Not : (Zipped Folder) > (Defs, About, Assemblies)

Edit: This is because Rimworld cannot read .zip or .rar folders, it should be the first path I listed because, when extracting a zip folder, it should pull out a folder containing the other folders, not the individual folders.

Outdated / Re: [A16] Camping Stuff v0.2.2
« on: January 15, 2017, 02:35:20 PM »
Cant figure out how to place tents, any help?

Edit: Do I need to have a specific tech to place the tent even if I already have it as a portable tent object?

Edit 2: NVM read through the OP again.

Mods / Re: (Mod Help) Refridgerated Hopper?
« on: January 15, 2017, 01:12:31 PM »
CCL isnt updated yet. Doesn't seem like they will either.

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