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Messages - masterpain

#1
Outdated / Re: [A16] Change Dresser
April 02, 2017, 02:21:59 AM
Would it ever be possible to add changing weapons when drafted?
#2
Ideas / Re: Single Stack Rack
March 28, 2017, 09:14:31 PM
QuoteI've used kitchen counter myself, it uses single tile storage units. The demo pictures are just two of the units side by side

Oh shit.  Thanks Krzarb.  That's exactly what I was looking for. 
#3
Ideas / Re: Single Stack Rack
March 28, 2017, 03:02:04 PM
QuoteIt would be nice as a base game functionality. There is a very good mod for A16 called "kitchen counters" that provides a number of single tile racks to store almost anything in the game. You can find it at this link: https://ludeon.com/forums/index.php?topic=28381.0

Ya I saw that but they only had doubles.  I was hoping for a single counter.



I wasn't looking for anything to increase the stacks.  Thanks Syrchalis and Granitecosmos
#4
Ideas / Single Stack Rack
March 28, 2017, 12:30:24 AM
I wish there were single stack racks that can hold almost anything.  Similar to https://ludeon.com/forums/index.php?topic=23205.0
#5
QuoteIf you want a hacky way to do it you can just remove the code from the xml files. If you go into Rimworl/Mods/Core/Defs, and open Races_Animal_Tropical and Races_Animal_Rodentlike and remove the <deathActionWorkerClass></deathActionWorkerClass> from the Boomrat and Boomelope it'll stop them exploding after death.

That worked thanks.  I been looking for which file the "deathaction" for the boomrats and boomalopes were located.
#6
Is there a way to make it so that Boomalopes and Boomrats don't explode?  Doesn't matter to me if it would disable explosion in the wild also.
#7
Ideas / Switch Weapons
March 08, 2017, 12:35:06 PM
Would like to see this feature or a mod that allows you to carry multiple weapons/tools and switch weapons on the fly with maybe an easy access button.
#8
Releases / Re: [A16] Misc. Robots++
January 24, 2017, 11:00:52 AM
Is there an easier way to prevent hauler bots from running in the middle of battle?  Like restrictions?
#9
Looks like they still spawn regularly on the map.  I was able to figure out how to prevent them from being part of manhunters event.
#10
Is there a way to disable colonists from triggering traps like floor spikes?  I edited the "Buildings_Security_SpikeTraps" file to this:

         <MaxHitPoints>200</MaxHitPoints>
         <WorkToMake>400</WorkToMake>
         <TrapMeleeDamage>100</TrapMeleeDamage>
         <TrapSpringChanceEnemy>1.0</TrapSpringChanceEnemy>
         <TrapSpringChanceColonist>0.0</TrapSpringChanceColonist>

I even changed a multiplier setting "trap spring chance colonist" to 0% in the game settings.

Even after that, 4 of my colonists still triggered the spikes and killed them lol.  Any help would be appreciated. 
#11
Thanks PrimalLord.  I'll check it out.
#12
Boomalopes and Boomrats are the only ones that really annoy me.
#13
I'd like to see an option or mod to remove certain animals from the game.  Like the Boomrats and the Boomalopes.
#14
Great mod.  One of my favorites.  Hopefully gets an update for A16 soon.
#15
Amazing mod.  So much fun.  Hope this mod is supported when A16 is released.