Can you give trade caravans and trading visitors bank notes? They're not very useful without that. (I know you didn't make them like that)
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#2
Releases / Re: [B18] Gear Up And Go
March 31, 2018, 07:37:17 AM
Could you add a context menu that lets you select an outfit from the Gear and Go button? Just for convenience.
#3
Unfinished / Re: [B18] (WIP) RimStory v0.1 - FIRST relase!
March 28, 2018, 09:47:00 PM
Could you have the song 'Taps' play during the funeral?
https://www.youtube.com/watch?v=S-Xrlf3taEo
https://www.youtube.com/watch?v=S-Xrlf3taEo
#4
Unfinished / Re: [B18] Prison Labor
March 28, 2018, 09:45:00 PM
This mod almost feels like it could be a finished product, nice work. I did notice that prisoners stop working when they aren't getting food which is normal. I also noticed that my wardens wouldn't deliver food to my prisoners when the prison was entirely in a prison labor area, which was weird but easily fixable. I didn't notice anything in the log if that isn't expected behavior.
#5
Releases / Re: [B18] Vegetable Garden Project [2/11/18]
March 25, 2018, 10:09:36 AM
Is it normal for garden tea to have -7 beauty?
#6
Releases / Re: [B18] Medical Dissection
March 17, 2018, 07:45:26 PM
Nice, I like the experience changing depending on the state of the body. Could you add the ability to get bionic parts from the corpses of enhanced pawns? Maybe you could limit it to fresh bodies and just give some components/plasteel in other cases.
#7
Releases / Re: [B18][A17] RunAndGun
March 16, 2018, 09:58:38 PM
For a mod with what's basically a single feature, this adds a lot to the game. I'm surprised it wasn't made earlier. Anyways, I was thinking that pawns who are fleeing and gunning should have some kind of accuracy penalty. When they choose 'flight' their fight should have some kind of penalty.
On the other hand, this might be too similar to just disabling gunning while fleeing.
On the other hand, this might be too similar to just disabling gunning while fleeing.
#8
Releases / Re: [A17] Trading Economy Ver1.0
September 09, 2017, 12:59:10 PM
Nice mod, is there a faction that sells prisoners?
#9
Releases / Re: [A17] Animals Logic 🐾
September 07, 2017, 08:09:28 AM
Could you make baby and juvenile animals get a buff to successful training chances?
#10
Releases / Re: [A17] Star Wars - A RimWorld Series (7/5/2017)
September 04, 2017, 05:07:46 PM
Can you make lightsabers activate when drawn but the user is undrafted? (Like when hunting melee)
#11
Outdated / Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
August 30, 2017, 06:15:49 PMQuote from: Cpt.Ohu on August 30, 2017, 04:43:32 PMThanks, this should make base raids more worthwhile.
A rescue option for downed pawns should be available now when right-clicking. Not yet on ship-loading tab though.
#12
Outdated / Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
August 30, 2017, 03:00:32 PM
Any word on being able to load incapacitated pawns?
#13
Outdated / Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
August 25, 2017, 11:15:15 PM
Are the ships not meant to be able to load pawns that are incapacitated? It would be really useful after a raid to be able to grab everything before the map disappears. Great mod overall, it gives the game another dimension.
#14
Outdated / Re: [A17] Jabbamonkey's Textures
August 22, 2017, 07:21:22 AM
The sculptures look great, nice work! I remember the UI from an older mod.
#15
Ideas / Re: It should be possible to rescue exhausted mental colonists
August 21, 2017, 08:02:51 PM
When the mental break starts, just have your colonists kick the crap out of them until the broken colonist is incapacitated, then drag them to the hospital. And of course set them to "no medicine, only doctor care" since it's their fault.