Is it just me or you don't get human limbs after you replace them with bionics anymore?
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#1
Releases / Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
October 31, 2016, 02:22:06 PM #2
Outdated / Re: [A13] Ocean Biome Ecosystem (v2.6 / 16.05.2016) )
May 15, 2016, 05:06:26 PM
You might want to nerf algae, its quite op since it regrow extremely fast, I havent felt the need to make a farm since I can just use nutrient paste as permanent food source
#3
Outdated / Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
May 08, 2016, 12:59:39 AM
Is brighten working on A13?
#4
Outdated / Re: [A13] Rimworld Westernization Project (v1.00) (4.5.2016)
May 04, 2016, 06:14:20 PM
MORE GUNS
#5
Outdated / Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
May 03, 2016, 05:32:03 PM
I suppose there is something wrong with the ceilling lamps, on previous rimworld versions there were ceilling lamps like these but the old ones allowed you to build furniture under them, just like you can build over power conduits
#6
Outdated / Re: [A13] HaulPriority (1.0.1) Now With Chunks (16.04.2016)
April 30, 2016, 01:27:13 AM
Are there any chances of you making a compatibility patch so this works with veinminer? There used to be one back in A9 but nobody updated it so
#7
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
April 29, 2016, 09:50:45 PM
Shouldnt backpack be on shoulders instead of torso in the thingdefs?
#8
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
April 29, 2016, 12:35:58 AM
You cant shoot through embrasures unless you are three tiles away, is this intended or a glitch? Im using ED embrasures
#9
Releases / Re: [A13] High Caliber - more than a gun mod (V1.13/09.04.2016) A13 update!
April 25, 2016, 05:44:19 PM
CR patch coming anytime soon?
#10
General Discussion / Re: How do you try to make your first 3 colonists?
April 15, 2016, 08:06:46 PM
1: Social/Research
2: Medicine/cooking
3: Constructor/miner
All of them are either industrious or hard worker cause those gain joy from working so they dont need to go wander or waste time early on
2: Medicine/cooking
3: Constructor/miner
All of them are either industrious or hard worker cause those gain joy from working so they dont need to go wander or waste time early on
#12
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
April 10, 2016, 03:54:16 PM
Prepare carefully-made colonists do not display social tab
#13
Bugs / Straight female attempting to have romance with another straight female
April 10, 2016, 12:38:07 PM
Title. She does not have gay trait, is this normal?
#14
Releases / Re: [A13] Rimsenal v0.501 : Reloaded
April 09, 2016, 04:16:53 PM
I dont recommend using this mod right now, there is a game breaking glitch in which raiders magically throw mini grenades through walls and mountains, I just had my whole colony wiped because of this
#15
Ideas / Guard work.
April 09, 2016, 01:35:16 PM
Alright I dont know if this has been suggested before but, with the new animal behavior that makes them attack humans if they get too hungry I think that would be something good to have, yes I am aware that you can simply draft them and leave them on that spot although they leave after some time and if you are thinking "But turrets already do that for you" there is a difference between a guard and a turret, a turret is stationary and costs resources while a guard is flexible and can be placed virtually anywhere. Once in a while you get a mercenary which doesnt have many productive skills aside his millitary capabilities, usually I turn them into janitors but I think a guard work would make a better use of them.
Edit: That would also help to handle the new prisoner behavior, I mean what kind of colony leaves the prison unprotected
Edit: That would also help to handle the new prisoner behavior, I mean what kind of colony leaves the prison unprotected
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