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Messages - ☢FLAY☢

#1
Mods / Re: Nominate a mod to be included in RimWorld!
December 30, 2016, 02:45:01 PM
Quote from: SF4iQue on December 27, 2016, 09:26:25 AM
Absolutely necessary (can't play without):

  • Refugee Stats Can i ask that refugee is he a pyromaniac or not at least!? especially f >:( k those fat ugly abrasive gay people
  • AC-Enhanced Crafting Most loved feature allows your chef to take a god damn break for a sec and do other business instead of runing between kitchen and freezer like a boomalope on her estrous cycle.

    someone doesn't hold back  :o
  • I Can Fix It! "Destroyed buildings will now leave behind a construction ghost, meaning that your builders will automatically rebuild things once they get a chance" I mean... why it's not in the game yet, man?
  • QualityBuilder Anyone else tired of this minigame in which you need to rebuild a crappy peace of furniture over and over to get some acceptable quality? I am. This mod has simple, yet beautiful solution.
  • Defensive Positions I cried in russian when i saw this mod for the first time... "Allows your colonists to remember their position during base defense"
  • Allow Tool SUDDENLY Allows you to Allow shit things much more faster after a raid for example.
  • DeadMansClothing You've added "Wearing dead man's clothes" debuff in game, but you haven't added freaking policy to prohibit wearing it. Thats just brutal man. Okay it's obvioulsy a joke about adding this modification, but we (randy random extreme permadeath players) sincerely concerned about that particular thing.

Would be nice (can play without)

  • Hand Me That Brick Haulers can haul resources to the construction site. LIKE THEY PROBABLY SHOULD FFS.
  • Medical Tab Well, it allows you to have much more visual contol of all health/medicine related stuff.
  • Look At Me, I'm The Worker Now "If another colonist is already doing the job, it'll now interrupt them and assign the job to the desired colonist. If the desired colonist doesn't have the right job assigned, that's OK, they'll go do the job anyway".
#2
I cannot see the prepare carefully button anywhere :( (A16)
#3
Outdated / Re: [A13] Genetic Engineering
December 24, 2016, 05:09:45 PM
Hey man is the mod dead :(
#4
Jesus thank you for updating I was worried that I was going to playthrough on A16 without one of my favorite mods functioning on it. Appreciated, you have no idea how much individuals depend on your mod.
#5
Mods / Re: Nominate a mod to be included in RimWorld!
December 23, 2016, 04:59:23 PM
Hospitality, Expanded Prosthetics & Organ Engineering and Prepare Carefully, a dog said
#6
Outdated / Re: [A13] Genetic Engineering
June 17, 2016, 10:25:06 PM
May you be blessed, Thank you so much amazing work appreciated, going to make a new game with this I'm so hyped it's my second favorite mod after expanded prosthetics.
#7
Quote from: joaonunes on June 15, 2016, 02:42:25 AM
Quote from: harpo99999 on June 14, 2016, 05:23:44 PM
Quote from: Kiwih on June 14, 2016, 02:47:27 PM
I can't download the mod. The file EPOE 1,63 takes forever :(
odd, in MY computer (btw NO junkware/spyware/toolbars) the download took approx 10 seconds.
if your computer has NO toolbars/junkware/spyware/malware and other downloads (and even web pages take a long time to load and you have atleast 4gb of ram) then it might be that your internet has a monthly download limit and you and the other users of the connection have exceeded the download limit

Monthly download limits still exist? I feel bad as an IT student :(

Mine is 50gb, I have to get my little brother to download the games I buy at my parents place to stay in the damn safe zone, the struggle with school fees and low wage
#8
Outdated / Re: [A13] Genetic Engineering
June 15, 2016, 07:42:33 PM
Quote from: Ekarus on June 15, 2016, 07:18:10 AM
Quote from: Wex on June 15, 2016, 06:05:46 AM
I am gonna shot for the moon here: what about adding uplifted animals to the whole genetic engeneered lot?
This is uplifting, if you don't know it: https://en.wikipedia.org/wiki/Uplift_(science_fiction)

For what it's wroth, basically everything in this mod is based off/ripped off from these two documents:
RimWorld Quick Universe Primer
Longsleep Revival Briefing

So at some point I can try to add Opti and Trans (Using terms form the documents) animals. But it's worth mentioning that whenever Tylan gets around to adding these features to the game himself I'll probably discontinue this.

Quote from: ☢FLAY☢ on June 14, 2016, 08:24:41 PM
if possible a hotfix would be appreciated.

A quick & dirty fix would be to just strip the feature from humanoids, but I don't know what effect that'd have on current games so you might have to restart anyway.. But for the 'quick and dirty' version go to
RimWorld Folder / Mods / GeneticEngineering v1.01 / Defs / ThingDefs_Races
open the only file there then find and remove all the lines that say "<li>CosGeneMods</li>" which will prevent your colonists (and others) from "Growing" the mods, but it'll also prevent them from spawning with them randomly generated.

Notepad should be fine enough for doing this, when finished save the file and it should work fine... ...hopefully.

Thanks :)
#9
Ideas / Re: Mutations,DNA,Species,Alien Colonists
June 14, 2016, 10:01:04 PM
https://ludeon.com/forums/index.php?topic=19983.0 does pretty much what you just said, But Ekarus said its limited.

It's an amazing mod, but it's in its basic form = Super soldiers, High Grav Humans and Low Grav humans too, It also includes some heat and cold resistant Xeno skins.
#10
Outdated / Re: [A13] Genetic Engineering
June 14, 2016, 08:24:41 PM
Well said, if possible a hotfix would be appreciated.

Thanks for the reply.
#11
Any plans or ways to enable adding custom colonists in the game without creating a new game?
#12
Outdated / Re: [A13] Genetic Engineering
June 14, 2016, 12:12:45 PM
Don't know if this was intended or not but the mod seems to add to the aging factor in colonists. For example, Carcinoma has a percentage of happening based on age, well my colonist turned 40 and got cosmetic snake eye unfortunately but it's rather a bonus for getting older soo,  I checked this up and it so happens that when humans get older in game they have a chance of getting your Xeno cosmetics.

#13
Should your mod not work with different type pawns such as the super soldier in The Genetic Engineering mod.
#14
Outdated / Re: [A13] Genetic Engineering
June 13, 2016, 08:01:48 PM
Tested out by spawning in new pawns as I was never able to have the new pawns raid on my old save  :(, oh well im gonna try to change mod loader or something just want it to work well, However did you ever mention its old save compatible?

Gotta say supersoldiers kick ass but at least I know that a fully bionic normal colonist can still kick ass. check the attachments.

Edit: loving the limited lifespan of a super soldier, also can you make compatibility for DE surgery https://ludeon.com/forums/index.php?topic=18976.0 kind of enables colonist to be more useful through time with realistic cosmetic surgery.

[attachment deleted by admin - too old]
#15
Ideas / Re: Mutations,DNA,Species,Alien Colonists
June 13, 2016, 06:45:46 PM
Quote from: MarcTheMerc on June 13, 2016, 10:49:54 AM
If your looking for more my mod also adds a xeno human type https://ludeon.com/forums/index.php?topic=20513.0 though at the moment its also limited.

Read your mod post, is the Giants some form of crazy colonist or am I missing the Xeno completely?