Still no response I see, alright, well a bit of a bump for this as it has not been answered yes or no yet.
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#1
Creative Rewards / Re: Question about Creative Rewards And if they can be edited.
August 29, 2016, 11:20:29 AM #2
Creative Rewards / Re: Question about Creative Rewards And if they can be edited.
July 19, 2016, 04:07:06 PM
I know I am still wanting to know about this, because of the fact, A lot of the stuff I set up for my character, including the lack of cooking and the like, were taking into account how the system was when I made him, and at the time, cooking was not even really implemented, or only basically implemented at the time, as well as noticing a few very minor tweaks I wanted to make to the backstory, so it would have the proper nouns if someone edited it or stuck the backstory on a different character so it would work, as well as when he was made, it was impossible to potentially have any traits set via backstory, so It may be a good idea at some point to let people update their characters, once the systems are at least more settled, so that way people can fix/update the character they made if needed, depending on how the game has changed from when they made it at first.
#3
Outdated / Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
June 03, 2016, 09:41:52 PM
I have been trying to use extended storage, with the wooden pallets and the like, but my colonists only ever store the first stack of 75 on either square, and never stores more then that...
Oh, nevermind, Found I needed to restrict it to just like, one material XD
Oh, nevermind, Found I needed to restrict it to just like, one material XD
#4
Creative Rewards / Re: Question about Creative Rewards And if they can be edited.
May 31, 2016, 09:29:37 PM
I know I am still wanting to know about an answer to this, as I was wanting to correct his background stories slightly, so that way they could be correct if for some reason one wanted to use a different gender but have the same background for it from how mods work *Shrugs*
#5
Releases / Re: [A13] Glitter Tech v1.4
April 30, 2016, 07:19:05 AMQuote from: SirDerpface on April 26, 2016, 03:05:44 PMQuote from: Valor on April 26, 2016, 03:46:21 AMI downloaded a def that changed that, but animals still have weak legs, correct designation and shattered legs thoQuote from: SirDerpface on April 25, 2016, 11:41:23 AM
All the animals in the world have extremely weak legs that never bleed.
EPOE,no ADS
Also I noticed some animals have several front legs etc.
I need the fix for those stupid leg glitches, I just replaced the wrong leg on my poor warg Made me feel bad, removing the good leg and -replacing it- with a crappy peg leg...my poor puppy, (and excess medicine to -fix- the issue of the actual missing legs..)
Err, Well Nevermind, I just did it myself, was a little annoying but I fixed the .def >.<
#6
General Discussion / Re: RimWorld Fine Art and the Jungle Art Cult
February 17, 2016, 09:12:00 PM
OH Jeez, I come onto the forums to look around, find the thread that there is a link to this one, click the imgur link and..find out that apparently I have been making very strange sculptures in other peoples games.
#7
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.9
March 14, 2015, 12:26:52 PM
I re-installed this and..I died horribly from the pirates or Glitter -tech control or something..the really advanced group, 5 of them vs my 5 under equipped, I am now watching all my incapacitated colonists burn to death from trying to attack their mortar emplacement from their laser fire >.< Ouchies
#8
Outdated / Re: [MODLIST] (Alpha 9) Latta's small mods
March 14, 2015, 07:37:39 AM
I have considered this mod for use, because I have wanted to replace stone or sand with dirt before in some maps, but I feel a good way to set up a "Medium difficulty one" would basically be the Hard one, but without the "Trash" blocks that are un-destroyable, and useless, since well, If you plan to make much at all, You don't want a few hundred of those blocks covering a distant portion of the map.
#9
Releases / Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
March 11, 2015, 08:38:18 AM
I have found my favorite part of this is the Turret base, that being said, I found trying the Wave Defense mod, that...If you put sniper rifles in these turret bases, You..have some -very- effective defense as though they shoot slow, they are -incredibly- accurate, normally putting a target down in one shot.
#10
Outdated / Re: [MOD](Alpha 9) Cybernetic Storm - Tweaks (v3.45 update: 01/03/15)
March 11, 2015, 03:10:19 AMQuote from: JagenXI on March 10, 2015, 06:23:43 PM
Hey elStrange, just thought I would share an interesting thing I found, seems I cant fully bionic a colonist I removed his jaw and nose just to be sure I have screenshots:
So heres the part im trying to install
and the missing bill
Too be honest there are a bunch of missing bills that i had parts for, a nose, heart, kidnies, liver, lungs, implants?
Could be a conflict with ZA now that I look at it, but I wasnt sure. Bionic arms, legs and eyes still work, just nothing else it seems.
Out of Curriosityy I was trying to look to figure out if I had that issue, but the images are far too small to see what they are.
Though I will say, I installed a wooden denture to help a colonist not starve, but I can't replace and remove it, to replace it with a Bionic jaw now?
#11
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
March 11, 2015, 03:07:44 AM
Also, How do you disable the currently Broken Replicator faction? as I really do want to try thos mod out, but the bbroken replicators and bugs they cause is what makes me have it disabled.
#12
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
March 10, 2015, 02:25:04 AM
Ijust wanted to let you know, I also have had the "Stack of 0 steel" appear, and had to put some steel -on- it from another pile, then remove it, to make it remove the glitched non-existant stack of steel.
#13
Creative Rewards / Question about Creative Rewards And if they can be edited.
March 09, 2015, 04:58:31 AM
I was looking over my Character since I had a "name in game" section, and I was thinking about it, And I noticed I had made a mistake, and I was wanting to cause a very minor edit to the description to fix the use of his, so I would have 'HIS' instead, that way both stories could technially be applied to any random NPC as well, if it was allowed, Though I also have partially realised that since skills have been added since I had filled it out, there are potential changes I would of made, but It is alright if I can't do any edits, Just had been thinking, since I was not planning a full re-construction, Just some edits that I felt made him fit the changes slightly better, and at the most, would reduce the "Completely useless" factor some seem to think he has for some reason since he can't Cook or mine, *Go figure why people think he is useless o_O;;*
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