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Messages - Bodog999

Pages: [1] 2 3 ... 22
1
Mortars can fire from within shields now. The bug is fixed.

2
Im not. Im using the non-steam version of the mod.

3
I have noticed a weird bug with mortars firing from within the shield. Whenever a mortar shell is fired while the mortar is positioned inside of a shield the shell bugs out. Whenever its ment to explode when it reaches the target the shell simply disappears without exploding. This also applies to modded mortar turrets.

A workaround I've found is to shrink down the shields temporarily in-game before you fire the shell so it doesnt travel through a shield barrier.

4
Releases / Re: [1.0] Smokeleaf Industry - Lite v1.0
« on: November 20, 2018, 02:15:40 PM »
As a Dutchman I feel inclined to use this mod. I'll give it a shot

5
How do you maintain mechanoids. I cant seem to find any option for it.

Edit: Nvm, found out I ran out of mechanoid parts to do so

6
Very cool idea. Sadly it works not real for me. the mineshaft is made, it drills to 100%. the Cavemap is created (I checked it by visiting it over the worldmp).
But I can not send anyone down there. not go the colonists to the tower, nor get I a rightclickoption to send them there, or how is this done?
I can chose send up or down. But that is all.
I guess to send them down I should get a rightclick contextmenu (like "eat this"), to send the colonists to the elevator, or? Naja I get this not sadly.
The othe rhand, if you need Pixelartworks. I am happy to help. I can only not code them. But I can paint them if you tell me what you want / need. (Scale and so)

Draft your colonists and position them over the mining tower. Keep them drafted and press the button to send them down.

7
Releases / Re: [1.0] Milkable Colonists
« on: November 13, 2018, 09:37:46 PM »
All right. Thanks for the quick reply! Going to be able to make a fair amount of cash once the update drops.

8
Releases / Re: [1.0] Milkable Colonists
« on: November 13, 2018, 05:48:25 PM »
Would it be possible to eventually have your colonists/prisoners to be permanently lactating without having to use the drug? For example due to prolonged use or overdoses?

9
Releases / Re: [1.0] Alpha Animals - 1.08 (12/11/18)
« on: November 13, 2018, 01:46:18 PM »
Quick question, in the changelog it said that the clutchmother is harder to tame now. Although I dont see a tame option button when I select one. Would this be a bug in the mod itself or a weird error with other mods?

10
Releases / Re: [1.0] Alpha Animals - 1.07 (04/11/18)
« on: November 09, 2018, 10:39:58 AM »
I love this mod, the new events and animals are great fun to use and play with. Although, I do have one minor complaint. The constant looping sound of the Summit Crab is rather annoying since you can hear it basically anywhere on the map. And when you cant afford to spend colonists hunting it due to raids, events, catastrophes, the constantly looping sound gets on your nerves quite quickly. Would it be possible to reduce the sound range of it so it doesn't cover the entire map?

11
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
« on: January 21, 2017, 12:00:45 PM »
Thats a very nice mindmap, loving what you guys are working on :D

12
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
« on: January 11, 2017, 01:01:21 PM »
I've fiddled around a bit with the tiberium in my map, as soon as the snow disappears it grows rapidly. (No complaint, I love it :D) Two quick questions, do the ion storms appear naturally already? And can tiberium crystals appear in a roofed cave or mountain? So far I've not seen a tiberium deposit appear in a roofed area.

And a little suggestion. If possible, try to make the tiberium spread underground aswell. Maybe with a scanner of some sort you can track it and with specialized tools you can get rid of it. I'd add more to the current crystals than "Oh its here, lets block it off and we're fine." And you have to try and destroy it otherwise its going to get out of hand quite quickly. Again, just a suggestion. Not sure if Rimworld allows things to be placed above the bedrock and below the ground.

13
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
« on: January 10, 2017, 04:16:50 PM »
Yeah, currently the snow is the only thing from keeping my map from turning into a tiberium wasteland. While thats good and all I am curious to see how quickly the green, blue and red tiberium spread. Cuz I cant be asked sending over a little team to take out the Crystals :P

14
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
« on: January 10, 2017, 11:13:05 AM »
A quick FYI, Tiberium grows at the same rate in the cold environments as in the hot ones, but is slowed down in cold environments due to the snow layer. I noticed this when raiders came and I set them alight. The snow around the tiberium melted and allowed the tiberium to spread, once snow came along the spread was halted.

15
Outdated / Re: [A16] TiberiumRim - It Comes From Space v1.1
« on: January 10, 2017, 03:40:57 AM »
Holy mechanoids and all the death that comes with it. Those sprites look absolutely AMAZING! Avatar, Flame Tank, Buggy. Bloody hell mate, I need a scraper for my screen now :D

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