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Messages - ultra4

#1 but they are in 1.2 also

PS: thank you  :)
The latest update here is 1.1 but i noticed other forums have the 1.2 and 1.3 for this mod. Can we except to see it here too?
Releases / Re: [1.0] Don't Shave Your Head! - v1.0.0
August 11, 2021, 02:24:30 PM
 ;D that's amazing. thank you so much
Hi Rah, no pressure this is one of those that you can start a 1.3 and simply add later, buuuuut, are the old armors gonna get some 1.3 love?
Hi @dismar can we get the 1.3 on here too?
Quote from: Jan2607 on February 01, 2019, 11:35:24 AM
How about crafting FSX from Gasoline?
In some cases you really can't afford to have a herd of boomalopes (for example, when you play in cold biomes, where you'll need all your food for your colonists and you can't feed animals through the winter).

a slow (energy consuming) process. I mostly play in extreme deserts, it's the same, every heat wave means bye bye farm animals, they dont wander in, need to be bough (that can be a long and lucky trade) and a heat wave may come before the milking
Releases / Re: [1.0] Quarry
January 31, 2019, 08:35:36 AM
Used to love this mod, but then... DeepRim and they are not compatible, and Minning Co is also cool, so one has to choose, quarry or digging to the center of the Rimworld
Mods / Re: Editing Colonist Traits and Skills Easily
December 23, 2018, 10:19:08 AM
RimMSQoL does that, edit traits, remove, with a game aspect, time gives you points to use in pawn edits (points per pawn as time survived)
Mods / [mod request] interplanetary beacon
December 21, 2018, 09:42:28 PM
There was a mod, many alphas ago, that had in it (as a part of a bigger mod) a machine that when turned on would increase the % of orbital trade ships, at the cost of also attracting mechanoids. The more it was turned on the more attention it drawn, to the point that mechs and ship would became really really common and you needed to turn it off for a while. It had a cool texture if memory doesn't fail me. I have absolutely no idea of the name of that mod ... it was a long time ago, but it was soo cool. I miss it  ::)
bulk kible and bulk compost dont use scraps
Quote from: NoCanDo on November 27, 2018, 04:46:48 PM
Is there a way to produce biosolids/faeces for it faster?

go to the menu ant set the decay to zero, you'll have a ton of shit  :-X
went ahend and instaled it. tested it. one long corridor 2 tiles wide, one line of -2 pathcost (118% walk speed) and one with 100% floor, 2 colonist with 4.56c/s.  The one on 100% floor get to the end before the 118% walk speed. Same problem the original floor mod had. negative 2 is counted as positive 2 pathcost, so 0 is faster than -2 speed penalty  :o
Floors and fences mod has sensor floor bugged for a few versions with speed over 100% not really working. Will this mod be able to use negative pathcost to make floors faster than 100%?
Have couple of questions. 1 - items come up, except stone chunks? why? they carry to the zone, but remain in the lower level, other items and drafted pawns came up. I order to carry chunks have to pick them up (with the help of another mod, simple sidearms maybe???) .. one chunk per round-trip
2 - instaling a Ground-penetrating scanner and deep drills in the undergrounds levels work? surface has low amounts of plasteel, an that is reflected in the Z levels, but deep drilling in the deep has plasteel like surface deepdrilling?... deep-drilling-ception?
...funny enough, one day after i mentioned them, i finally saw one for sale, wasn't sure they were even in

still, there are errors in it.... (but it's readable, only found out it was inteligence skill after buying it, but hey its something, maybe one day a book on shooting may come by)