Yeah, having a furniture mod would be nice, most the things out there are just recolors and new textures...
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#167
Mods / Re: [Mod Request] - Pets mod
September 07, 2014, 08:53:17 PM
There is a mod called Project K-9, Cant remember what version or if it was released
#168
Outdated / Re: [MOD] (Alpha 6) Rimworld Zombie Apocalypse (v. 0.7 - Aug 19)
September 07, 2014, 08:47:29 PM
We are just talking about normal zombies right....Not like resident evil, left 4 dead, or state of decay stuff....right?
#169
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 07, 2014, 08:43:03 PM
Now I don't know if this is possible due to schedules you have or anything but could you add a way to brainwash or commandos, or just like some type of glitter world droid/robot that is FREINDLY to your colonists. like a helper bot or guard bot
#170
Outdated / Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
September 07, 2014, 08:25:21 PM
Can you only craft vanilla weapons
#171
Ideas / Re: 2 Ideas in 1 post: Hierarchy & Privileges + Surrender
September 07, 2014, 12:40:29 PM
Seeing the enemy surrender and capturing the ones you want would be very helpful. Maybe showing mercy could result in positive reputation with that faction
#172
General Discussion / Re: Theory about MECHANOIDS...its a bit interesting and scary...
September 07, 2014, 12:28:22 PMQuote from: Necronomocoins on September 07, 2014, 03:59:59 AMHackers and programmers can do a lot of interesting stuff these days, Who says that a futuristic society like Rimworld cant reprogram a scythe to DEFEND then ATTACK
A rogue AI goes crazy, manufacturing and distributing hostile mechanoids across the galaxy. (ala Skynet with it's Terminators, Shodan from System Shock 2, HAL from 2001 Space Odyssey). Sounds very plausible and was the assumption I made about why they were not in anyone's faction. I think if "re-programming" happens it should be an almost impossible achievement for even the most advanced colonies.
#173
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 07, 2014, 12:20:26 AMQuote from: Iwillbenicetou on September 06, 2014, 11:36:07 PMRelax I got bored of it...
Nuuuu! now he will be corrupted!!
#174
General Discussion / Re: Anybody else WAY excited about diseases!!
September 05, 2014, 05:02:36 PMQuote from: Shinzy on September 05, 2014, 04:29:01 PMIf the humans die I don't get target practice...also your colonists will die, think about that for a momentQuote from: Zeta Omega on September 05, 2014, 04:26:38 PM
NO...NO! DO NOT ADD DISEASES!
whyy? mechanoids can't catch flu =P you have nothing to worry about *tickles*
#175
Stories / Re: Psychic Drone Goodness
September 05, 2014, 04:37:06 PMQuote from: jaidens111 on September 05, 2014, 02:46:52 PMAh...the old mechanoid in the base scenario.....funny times
OH so you think thats bad? Take a look at this http://imgur.com/KbXtJLQ
#176
General Discussion / Re: Anybody else WAY excited about diseases!!
September 05, 2014, 04:26:38 PM
NO...NO! DO NOT ADD DISEASES!
#177
Outdated / Re: [MOD] (Alpha 6) Atomic Power
September 04, 2014, 04:24:42 PM
I demand screenshots...
#178
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 04, 2014, 04:21:36 PMQuote from: smitj045 on September 04, 2014, 11:15:52 AMWould you prefer the mechanoid screech instead with a crashed ship part carrying 20+ centipedes
Is there any way to alter the number of commandos that attack? I had a group of over twenty drop on my colony. Not the best wakeup call.
#179
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 04, 2014, 06:30:36 AM
Ok then, time to starve him to death, its so much more satisfying the execution
#180
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 03, 2014, 05:56:26 PM
I caught a commando....his recruit difficulty is 100....doesn't that mean impossible to recruit.....