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Messages - Krajca

#1
Quote from: msloger on June 11, 2017, 01:57:50 PM
So for whatever reason, I can't produce anything at the ammo crafting table other than sulfur, gunpowder, napalm, and depleted uranium cores.  Anybody have any ideas?
Got research to produce whatever you want to produce?
or
Try reinstall mod.


Request:
It's rather inconvenient to have so much clothing without info about layer/s they use so I will be most grateful for adding it.

EDIT
Bug Report:
When Surgery goes bad and colonist should get damage, it can be blocked by power armor energy shield.
Something similar with hand shield - my colonist was ablaze and he parry fire dmg with shield.
#2
Back there was an option to construct something with hi-skilled guy. Can someone tell me where or if that option still do exist?

EDIT and why don't D:
#3
Help / Re: RimWorld core art source
September 10, 2016, 09:00:22 AM
Bump for A15 arts.
#4
You can use manager to do that for you. Except for fleas whom are not in management window for some reasons.
#5
Mods / Re: Nominate a mod to be included in RimWorld!
September 09, 2016, 02:34:14 PM
Quote from: DariusWolfe on September 09, 2016, 02:07:13 PM
I think it's safe to say that we're never going to see Prepare Carefully, or any sort of repair/mending mod added into Vanilla, because these mods are designed to completely reverse purposeful design decisions. That's the beauty of mods; Sometimes you disagree with the designer as to what's important, and mods allow you to create the game you want to play. But random colonists is a purposeful design decision, as is the economy of replacing worn out equipment and clothing.

I'm not saying Tynan might not change his mind, but I think it'd take a pretty strong argument to make him think it worth the trouble.
For me Prepare Carefully is already partially added through scenario editor and I don't see why not to add full colonist editor to it. It adds one more way to play the game as with storytellers - you can play safe and nice or choose Randy Random.
#6
Mods / Re: [mod request] [new biome] caverns
September 09, 2016, 02:08:16 PM
Quote from: drakemasta on August 22, 2016, 08:54:00 PM
crashed ship - survival inside a crashed ship with the possiblity of digging through massive amounts of metal and componets instead of rock, maybe incorperate different parts like a bio research facility containing growable land with new flora/fauna, security areas containing mechs.

I like this idea! Nice survival based scenario!
Map can be in 90% a crashed ship/ruined base with hydroponics and stuff you need to reclaim and repair. Only way to communicate with world is to find landing pads (there will be no roof ofc). In hard version scenario it can be infected with insects from beginning.
#7
Mods / Re: Nominate a mod to be included in RimWorld!
September 09, 2016, 01:55:39 PM
Hardcore SK modpack has some good mods to add, like:

Combat Realism (Makes game's combat more realistic and more tactical and engaging.) updated by skyarkhangel
Turret Collection  (Full rework + combat realism.) by eatKenny
Hospitality (Allows your colonists to convince visitors to join your faction!) by Orion
EPOE (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
Edb Prepare Carefully  (Customize your RimWorld colonists.) by EdB
Fish Industry (Adds a aquaponics.) by Rikiki
Caveworld Flora  (In the caves are now growing mushrooms. Added new recipes for cooking food with mushrooms, as well as the ability to make a tincture on mushrooms!) by Rikiki