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#1
Releases / Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
April 06, 2017, 08:24:29 AM #2
Mods / Re: Torture mod??
July 29, 2016, 07:09:28 AM
Actually I would like a mod like this. Something like you described would add a really nice touch to my dream-canibalistic-cult-children colony. <333
Like having a sacrificial altar ant torturing people there, as an offering to gods, and then finally eating them when they die. And think of all the bone totems that would be build arount their base! Man that would be awesome.
Like having a sacrificial altar ant torturing people there, as an offering to gods, and then finally eating them when they die. And think of all the bone totems that would be build arount their base! Man that would be awesome.
#3
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
October 31, 2014, 01:05:59 PMQuote from: Romi on October 26, 2014, 03:13:01 AM
Well is this mod going to get updated to alpha 7?
I hardly doubt it. That's a shame though. This was a good mod.
#4
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
October 15, 2014, 03:19:17 AM
So, how is the update going?
#5
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
October 09, 2014, 02:05:27 PMQuote from: Abrexus on October 08, 2014, 03:23:49 PM
Hey everyone, I'm back!
I'm very sorry I haven't had a chance to post until today. I built myself a new PC last week, then got hit with a very nasty cold. I am just now getting my voice back. I'm going to start on the Alpha 7 conversion, and hope to have it out before long. Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!
Good to see you back then. About the new features, a few cool mods came out, why don't talk to the authors and make the compatible with superior crafting? I'm thinking about these:
https://ludeon.com/forums/index.php?topic=6528.0
https://ludeon.com/forums/index.php?topic=6461.0
https://ludeon.com/forums/index.php?topic=5930.0
and https://ludeon.com/forums/index.php?topic=6679.0 or https://ludeon.com/forums/index.php?topic=6699.0
Quote from: CounterFact on October 09, 2014, 10:43:18 AMI think this is a bad idea. How you want to keep him alive if you harvest both lungs? He can't breathe, and any life support machine isn't able to change that. On the other hand a possibility to harvest from the dead people, for like a day, or half a day after their death would be awesome. Organs don't spoil immediately after the death so this would be more logical. Although this might be difficult to make.
Some suggestions:
[...]
* Advanced life support bed: all my prisoners die before I extract all their organs
this machine can keep them alive long enough to harvest all organs
#6
Outdated / Re: [MOD](Alpha 7) Mining & Co.: Deepdriller Mark II and MMS Mark I (V3.0, 05-10-14)
October 07, 2014, 12:29:25 PM
Nevermind. After like two weeks in game they mounted the drill head to the deep driller. I suppose they are just retarded.
#7
Outdated / Re: [MOD](Alpha 7) Mining & Co.: Deepdriller Mark II and MMS Mark I (V3.0, 05-10-14)
October 07, 2014, 09:17:57 AM
- yes
- yes
- no, they're not
- yes it is
- drill pipe is 60'000 length, and integrated circuits durability is 50'000, i can't tell you durability of the drill because they havent monted it.
And so i can't get any resources because they don't want to mount the drill head to the deep driller. I don't know what to do with this. :f
- yes
- no, they're not
- yes it is
- drill pipe is 60'000 length, and integrated circuits durability is 50'000, i can't tell you durability of the drill because they havent monted it.
And so i can't get any resources because they don't want to mount the drill head to the deep driller. I don't know what to do with this. :f
#8
Outdated / Re: [MOD](Alpha 7) Mining & Co.: Deepdriller Mark II and MMS Mark I (V3.0, 05-10-14)
October 06, 2014, 04:14:39 PM
So. I have build deepdriller, colonist installed in it drill pipes and integrated circuit, but they don't want to instal drill in it. It looks like they didn't know about existence of the drill. And i can't do anything with this. What now?
#9
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
October 06, 2014, 07:35:15 AM
Any news about update? I don't know if i should create new colony now, or wait for the update. x]
#10
Outdated / Re: [MOD](Alpha 7) Mining & Co.: Deepdriller Mark II and MMS Mark I (V3.0, 05-10-14)
October 05, 2014, 09:54:41 AM
I can't find it in the description, so. What's the difference between common and common source?
#11
Outdated / Re: [Alpha 5] Quarry mod by Ominus A5 update
August 15, 2014, 11:55:39 AM
Will it be updated? It was really useful.
#12
Outdated / Re: [MOD] (Alpha 6) More Biomes v0.9
August 15, 2014, 10:21:01 AM
In our world, yes, they don't exist. Muffalo don't exist either. But the talk is about rimworld. So whats the problem?
#13
Outdated / Re: [MOD] (Alpha 6) More Biomes v0.9
August 15, 2014, 07:34:36 AM
I'm not complaining, I'm just saying. He didn't add them yet, but he said that he don't know much about this biomes, so I told a little bit. Whats wrong with that?
#14
Outdated / Re: [MOD] (Alpha 6) More Biomes v0.9
August 15, 2014, 06:28:39 AM
Sounds awesome, but the trees man. Trees in the boreal forest should be conifers only. And a little of snow in this biome, like little ponds on the beach one, would add a lillte bit of reality to it. Also, if you added the pinguins then no polar bears. Pingiuns live on the south pole, when the bears are on the north one. Arctica and Antarctica man. Two diffrent things.
#15
Outdated / Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
August 03, 2014, 04:23:03 AM
And now it works! Thanks alot man.
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