Would it ever be possible to add changing weapons when drafted?
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#2
Ideas / Re: Single Stack Rack
March 28, 2017, 09:14:31 PMQuoteI'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 PMQuoteIt 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
Releases / Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
March 11, 2017, 09:59:05 PMQuoteIf 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
Releases / Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
March 10, 2017, 05:35:22 PM
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
Ideas / Re: Option or Mod to remove certain animals from the game
January 23, 2017, 10:41:24 PM
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
Outdated / Re: [A16] Trap Defence V1.1 ~ Updated (12/29/16)
January 14, 2017, 12:20:30 PM
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.
<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
Ideas / Re: Option or Mod to remove certain animals from the game
January 03, 2017, 10:49:29 PM
Thanks PrimalLord. I'll check it out.
#12
Ideas / Re: Option or Mod to remove certain animals from the game
January 02, 2017, 10:56:16 PM
Boomalopes and Boomrats are the only ones that really annoy me.
#13
Ideas / Option or Mod to remove certain animals from the game
January 01, 2017, 10:07:53 PM
I'd like to see an option or mod to remove certain animals from the game. Like the Boomrats and the Boomalopes.
#14
Releases / Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
December 21, 2016, 10:09:58 AM
Great mod. One of my favorites. Hopefully gets an update for A16 soon.
#15
Releases / Re: [A15] Industrial Rollers 1.1.01 - Free your haulers!
November 12, 2016, 01:19:28 AM
Amazing mod. So much fun. Hope this mod is supported when A16 is released.
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