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Messages - rawrfisher

Pages: [1] 2 3 ... 38
1
Releases / Re: [1.0] ED-Prometheus - 1.0.0.3 - (2019-01-20)
« on: July 15, 2019, 08:56:32 AM »
@Jaxxa Can we get a quick rundown on the status of the mod?

2
Releases / Re: [1.0] Miscellaneous w MAI+Robots
« on: May 30, 2019, 04:55:58 PM »
Gonna play through a colony normally to try it this time around.  The sheer amount of activity did cause my rig to stutter. 

3
I never noticed the apparel bug but apparently I been getting hit by it this whole time XD

4
Releases / Re: [1.0] Miscellaneous w MAI+Robots
« on: May 28, 2019, 11:26:17 PM »
Who knows..  They attacked me and my mortars wanted to have words with em.
This was just a test map using a blueprint of my endgame sea ice base.

5
Releases / Re: [1.0] Miscellaneous w MAI+Robots
« on: May 28, 2019, 04:33:44 PM »
I'll do one on a test map and see how it works.  Just hope its more of a challange then my daily raid on merciless mode

Edit:  Almost good enough to challange my endgame base

6
Any news about future updates?

7
Releases / Re: [1.0] Miscellaneous w MAI+Robots
« on: May 27, 2019, 06:10:26 PM »
So how does the town charter work?  Kinda deciding if its worth the time to go for.

8
Unfinished / Re: [1.0] Starcraft in the Rim
« on: May 27, 2019, 03:44:30 PM »
I dont mind if it looks wonky I just need something to challange a 30+ solder colony hidden behind 3 block thick sandbags with barbed wire and pitfalls in front

9
Lol yea

Gonna have fun if if I could remember the name of that mod and if it was updated to 1.0
Edit:
If I was able to I would add ??? above the wolf's head.  Hacked wolf no UI for it

10
Releases / Re: [1.0] More Slaves
« on: May 27, 2019, 10:01:20 AM »
You can use both just fine.  Least that was the case for me anyway.

11
Would you be able to add an option where scythers would butcher downed colonists?  I remember a mod that had that and it was painfullly difficult to not lose pawns in mech raids cause of it.

12
Yea Its kinda lame that they cant sow any higher end crops but its probably for balancing.  Would love to make those annoying rocket dogs cut stone blocks tho <,<

13
Unfinished / Re: [1.0] Starcraft in the Rim
« on: May 26, 2019, 11:05:26 PM »
I would love a zerg rush on my bases near endgame.  The death balls I get are boring by that point

14
I know there was some issues involving combat extended but roolo would have to explain that stuff.  As for the crops thing I can try to replicate it myself.  I do not use combat extended but I do use vegetable garden

May I ask which plants you are trying to grow?  I know theres a minimum plants skill and I think that blastweed or w/e its called dont have a plants level requirement.

Edit:  Aside from them being slower then molasses on sea ice in an arctic worlds pole I was able to get them to sow the barley from VG.
It appears they can only sow plants with a requierment of 4 or lower. 

15
Unfinished / Re: [WIP] Common Sense in Rimworld
« on: May 26, 2019, 05:08:55 PM »
@Tk Would it be possible to prevent colonists from shovling snow untill its done slowing?

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