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Messages - killermen962

#1
Mods / [Mod Request] Job Icons
September 08, 2020, 10:56:46 PM
A mod that has icons showing what jobs the pawn is prioritized/prioritizing next to their name or above their head like if they are hunting show maybe a rifle above their head, gardening would be a plant, construction a hammer, etc.

Any mods that add something like that?
#2
Hmm.... I don't know man, I like it bu-
QuoteCE Patch Available
You son of a bitch I'm in!  ;D

Quote from: Vehicular_Zombicide on January 06, 2020, 12:18:48 AM
Quote from: carpediembr on November 20, 2019, 12:18:49 PM
How do I destroy the generator?

I tried melee and shooting it.

https://i.imgur.com/Q5LtKFI.png

I have this same issue. It's at 0% health and not even dev mode "destroy" command will destroy it.

Do you by chance have any other mods that could possibly mess with it? Is it possible you need the combat extended patch? [Haven't played yet, just wondering]
#3
Releases / Re: [B18] Lighter than fast 0.26
December 28, 2017, 09:50:00 AM
FTL:Faster than light... Me likey
#4
Releases / Re: [B18] Expanded Incidents (2017-12-2)
December 19, 2017, 06:54:25 PM
So how does the sabotage event work exactly? Is there a official notification that "Colonist" is a saboteur? Or am I supposed to watch them to see if they do something to a device and exile them? I've had about 9-12 breakdowns in one quadrum and I cant find out who is doing it or how to root them out.

Edit: Does social standing determine anything about who will be the saboteur? Or could it literally be my main pawns wife since the first quadrum of her joining?

And how long does it take for a saboteur's work to take effect on the device they hit?
#5
Releases / Re: [B18] Expanded Incidents (2017-12-2)
December 06, 2017, 10:00:49 AM
That moment when a theif is spotted by a your pet boompalope and he fucking hit it ONCE and it detonates on stockpile. What makes it worse is that there was about 1k chemfuel there so you can imagine what you've done to my colonies wealth in 1 second.

What a lose/lose situation, not even his body remained :|
#6
How do you equip a pacifist with the tools? Got a guy incapable of violence and he wont grab the tool because he treats it as a weapon and doesn't naturally grab it for the appropriate task.
#7
Releases / Re: [A17] Psychology (2017-9-12)
December 03, 2017, 02:00:13 AM
Quote from: RyanRim on December 01, 2017, 11:09:17 AM
B18 please please please

Pweeezzeee
#8
Releases / Re: [B18] Expanded Incidents (2017-12-2)
December 03, 2017, 01:16:32 AM
Is this compatible with ongoing colonies?
#9
Quote from: Dashthechinchilla on December 02, 2017, 11:35:42 PM
A healer merch serum might work, but it would be a bit of a waste.

Ya, I got one of those but its not worth it, they are just haulers that I have "On call" for raid aftermath and nothing else. Only ever awake for hauling but its gotten to the point where if they spend any second awake, they rampage. I tried blocking them out from the colony and giving them a nutrient paste dispenser for food BUT the new metal breaks make it where you cant do that anymore. Why? Murderous rampage. The addicts will actively try to murder eachother. So I just have them as prisoners now though they already did a jail break and one of them shot their wife. GG rimworld
#10
I have a decent colony which is having some drug issues... I had 2 dedicated haulers which I got hooked on go-juice so they could be uber haulers
for raid aftermath (I shove them in crypto-sleep when they are done) but since they've been hooked for so long and amassed excessive tolerances which has lead to both of them overdosing and one getting brain damage (Chemical) and I'm trying to get them in and out of rahab as soon as possible to help "reset" their tolerance. Would boosting "Blood Filtration" increase recovery speed? or am I just stuck with these people going all barbaric til the time they finish rehab rolls around?
#11
Mods / Re: [Mod Request] Remove Researches
November 29, 2017, 12:28:52 AM
I think you could simply edit the research out if it really bothers you (No idea how)
If I recall there should be a function in the scenario editor which you can use to restrict certain elements from being built/researched, so if you restrict the right researches, you could close the entire industrial/spacer tree.
#12
Quote from: openyourmind on October 05, 2017, 12:25:30 PM
Now if we could have hearing be used in this mod with sound levels depending on factors and shown as some sort of red indicator or shadow if in unseen area. for example, walking on soft surface like carpet is barely heard, dirt is louder, water, gravel and snow are probably half the eye sight, when pawns communicate they produce sound, gunfire is heard across the whole map

Maybe like parts of fog will blink or "breath" red when something is heard, if heard by two pawns maybe it could reshade part of the the areas both pawns heard to help triangulate position? I like this mod idea but haven't tried it..... YET.
#13
Go-juice.... One HELL of a drug.
http://prntscr.com/gt3b5m
#14
If I have 20 colonists, 15 in colony A and 5 in Colony B.

Would they both recieve the same raid sizes or would Colony B have more leniency and get smaller raids? Reason why I ask is that I just captured alot of people whom are fairly specialized but I cant sustain them at my colony so I'm thinking about just recruiting and sending them out on a "manifest destiny"
#15
Ideas / Re: New Event and "Assigning to Colonist" + 1
September 27, 2017, 03:50:50 PM
That'd be a pretty cool event.... both sides could be a tad wounded and maybe 1 or 2 of the friendlies could be carried in while fleeing for your aid.