Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Cr0ss0vr

#1
Looks like it's getting added to my list of mods for my playthrough
#2
I'm using superior crafting with this mod, but I've not tried with apperello... Glad to see this harmonising with conveyor belts
#3
Ideas / Re: Foundations for building on mud/water
September 21, 2014, 12:10:31 PM
+1, this seems like a simple enough idea that adds loads of flexibility in the areas u can colonies
colonies
#4
General Discussion / Re: Call for public testers (Alpha 7)
September 20, 2014, 08:57:14 AM
Being in Computer Games Development in uni, I'm up for it...
#5
Ideas / Re: Open or Close Metal Doors without colonists.
September 17, 2014, 06:29:27 PM
"prop door open" for manual doors, and "Keep open" mode for powered doors
#6
i prefer the idea of making a Paste Maker, and Paste Dispenser buildings, that way, you can hook up as many paste dispensers (maybe new power infrastructure, but paste tubes, not power conduits?) as can be supported by a single paste maker...
#7
or, alternatively, it would use the pre-existing "mood" counter to check what it needs, so if the mood drops below, say 30%... self-preservation function kicks in and asks "available food\bed?" if not, carry on, otherwise go do self-preservation action...

There's already checks involved in the beds (it says "Colony members need beds" on the bottom right if someone needs a bed, so if this isnt the case, there's a bed available, also, just check stockpile for food (already listed on the top right, just do a search through that)
#8
Ideas / Re: Priority Queue
September 17, 2014, 06:18:59 PM
priority queue +1, also.. i'd like to be able to force\prioritise people to eat and\or sleep...
#9
... im trying to think of something to post as a suggestion... but at the moment, its just a bump post, i dont want to see this mod fall into the abyss... its really handy...
#10
Bugs / Re: Cooking stove power use
September 15, 2014, 06:18:37 AM
The something ingame already does this, doesnt it?
#11
General Discussion / Re: Haulage Priorties
September 15, 2014, 06:11:20 AM
it was supposed to be more of a show of "you can list the items, and perhaps drag (or change their number value) to designate the hauling priority" rather than a "Do it this way, no other way and it MUST be a click fest to try and get the last object to be the first"...


p.s: I just woke up, sorry if this seems rude, its not meant to be :D
#12
General Discussion / Re: Haulage Priorties
September 13, 2014, 01:31:44 AM
a hauling priority system like Settlers 4 could be awesome. http://puu.sh/bwPvy/013c847ace.png

along with some decent stats for what kind of resources u have: http://puu.sh/bwPCR/3955adc515.png

#13
General Discussion / Re: Rimworld popularity
September 09, 2014, 02:00:34 AM
... i might, MIGHT know this already... perhaps for a different reason of what you're thinking though...
#14
General Discussion / Re: Rimworld popularity
September 09, 2014, 12:01:03 AM
Quote from: Tynan on September 08, 2014, 10:54:53 PM
I've also followed these trends. It's quite nice to run a comparison with other indie games (especially Prison Architect and Dwarf Fortress, two of my big inspirations).
Couldnt tell that Prison Architect was one of your inspirations  ;D honestly though, good job on it, i've already spread the addiction through my little group of 7 friends... the only problem is, now we want to be able to trade together  ::)
#15
General Discussion / Re: How do I debug RimWorld?
September 08, 2014, 11:58:22 PM
Tynan already gave you the answer you're looking for, he told you that you can use ILSpy to decompile "\RimWorld_Data\Managed\Assembly-CSharp.dll" to find what you need.