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Messages - pigman999999999

#1
Quote from: Didact04 on October 01, 2015, 05:35:57 AM
So as I was testing out which mods it was that broke Zombie Apocalypse, I noticed a very peculiar interaction with combat realism. In the redesign of the damage modeling, it has made zombies extremely durable and can handedly take on 3 to 4 people in fisticuffs all on their own. Even against a melee weapon they're likely to come out on top.

But what amused me the most was the exchange with the lowly tortoise. They're given natural armor values that exceed what a zombie can put out. A single tortoise is able to tank the entirety of a zombie horde and, EXTREMELY slowly, begin to chew their way through their numbers.

Any sizable horde is likely to see the poor creature dead from malnutrition, but it was kind of amusing to know that the survival of zombie apocalypse could easily be solved by an army of war tortoises.
yup same thing happeed to me the zombies are like tanks and the bites dont infect at all the visters/raiders get it when biten but never turn and my guys when they get bit they just act as if it was  a regilur bit as in no bar no nothing
#2
Off-Topic / Re: Count to 9000 before Tynan posts!
September 23, 2015, 09:41:59 PM
WTF 109 pages 1633
#3
dam i was thinking it would be out by now i took off of rimworld and the forms for 3 weeks well guse time to buy more games to stop my boardem yes i know there is a lot of temp SC remakes but still
#4
Outdated / Re: [A12d] A2B: conveyor belts & co. [v0.12.1]
September 17, 2015, 08:33:52 AM
Quote from: Mrshilka on September 13, 2015, 09:18:11 PM
Hello!
First time poster here, Since Droids are out of action I have been exploring your mod for my hauling needs.
And those needs are great, I tend to deal with raids of 800 to 1500+ pawns and once my guns stop reaping I need to haul all those bodies and loot for processing and storage for sale.

I have set up a small teleport network for body transport, it is basic and likely overkill, I know I can refine it.


My issue is each of those loaders will only take a single task at a time, aka one body so if I have 30 hauling drones (I do) the first 6 will take bodies to the loaders but the other 24 will carry the corpse's all the way back to the morgue.
Am I doing something wrong with the loader setup or is this a known issue? It would be nice if the loader would take stacks of say 100+ and then just keep pushing the stacks out into the belts until empty.
if you want some bots https://ludeon.com/forums/index.php?topic=3612.0
#5
Quote from: Kulverstukass on September 12, 2015, 06:42:51 PM
Quote from: pigman999999999 on September 12, 2015, 06:07:41 PM
and can it  work on ongoing games?
Yes, I've added it to existed save with some other mods, works just fine.
thanks for the info but like it maters i have 1-5 mods waiting for a new game growing by day but thanks i maen i cant find witch is good on ongoing games case the names are wearid
#6
Mods / Re: Rules update
September 17, 2015, 08:22:46 AM
yea makes sense
#7
Quote from: rsdworker on September 16, 2015, 07:13:53 AM
Quote from: pigman999999999 on September 16, 2015, 06:32:41 AM
is vein and do not disturb good on a ongoing game?

do not disturb is very useful for personal bedrooms
sorry i meant dose it give black screen on ongoing games or makes it unplayable
#8
Releases / Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
September 17, 2015, 06:58:40 AM
A12????????????????????????????
#9
is vein and do not disturb good on a ongoing game?
#10
Mods / Re: Rules update
September 15, 2015, 06:13:15 PM
Quote from: Loki88 on September 12, 2015, 02:05:07 AM
Quote from: Mechanoid Hivemind on September 11, 2015, 10:09:31 PM
I am gonna barge in here and say pin this to the top because i am seeing alot of new people making mods who may not have seen this

I'm not new (3 days 16 hours and 15 mins logged in time) and I only just saw this...
I always have the forms open night and day so rekt nerd IDK why its open all day everyday wow only 21 hours and 38 mins well thats odd its always up and my computer on maybe it has to be on the page yea maybe thats it.
#11
dont think this bug is being cased by the mod itself and i dont want to make you spend a week or so pinpointing it case i have LIKE 40-50 MODS so but lets get on with the bug any item or wep or clothing gets teled to the meanders hand and well you got it meaded im not complining but i dont think my mender has a a tele in his pocket and holy shit 5th time in  a row only male game AND i dont do it on purpose only the men live!?
#12
looks a bit derpy but ill give it  a try the art work is derpy not the mod. and can it  work on ongoing games?
#13
Outdated / Re: [A12d] A2B: conveyor belts & co. [v0.12.1]
September 12, 2015, 06:03:10 PM
ok im going to shut up so that this ist neverending (:
#14
Outdated / Re: [A12d] A2B: conveyor belts & co. [v0.12.1]
September 12, 2015, 10:31:26 AM
yea but my raids come from  a long way away so thats why i have set like that so lets say silver or weps and corpes it makes it easiyer but whateves and my crops are very far away from my stock that was the main resin for it  being like that and if the stock has a higher pro then they will just bypass the conver or i maybe rong cant check its gone.
#15
Outdated / Re: [A12d] A2B: conveyor belts & co. [v0.12.1]
September 10, 2015, 08:24:45 PM
so im only useing the convery belts but my guys (i have a all guy group i didt chose) and there taking stuff from stock that is alowed to be put on like meds witch i dont rely like but there taking stuff out the stock and puting it on the conver and of curse my med disaper but i dont rely care case MODS MODS MODS anyways i would like an op to make it so that they do dont take things from stock.