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Messages - Iwillbenicetou

#436
First: ...
Secondly, Engie is a forum name.
#437
Because AY, made a mistake and put pistol's range on 100, so that may be the cause.
#438
Quote from: Shinzy on September 04, 2014, 11:52:14 AM
Speaking of the colonist icons on the top! (I love the feature!)
would it be possible to have them scale down when you get more colonists
or manually set the size to smaller?

it's threatening to chomp half my screen =P



Now I know you can hide it in the interface options (If there was a way to scale them down I missed it - poor eyesight!)
but.. seeing my guys wearing *my* clothes on the screen at all times
it.. just feeds my vanity so much =P
And yes! I did name one of them as EdBard to butter you up! ;D

One, I love your names. Evulius, EdBard, Engie. I need to start naming some of my colonists after forum usernames!

Two, Yeah, I also get to about 10, 20(?) so if I install this mod (which I'm going to do now) I hope that it tones down. Maybe have a system where it expands when you have a small amount, and shrinks as you get more, but having a max per row.
#439
I know what it is, the zombie apoc mod interfere's with the misc. with mai mod because of pawns and stuff.
#440
ONE: Mistake for some pistols in PA,
TWO: The Lee Einfield has quite a big range (don't know if accident or on purpose)
#441
Get animal zappers :) that should cut things down. As well as upgrading to next tier, it becomes almost OP.
#442
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 03, 2014, 09:29:05 PM
I mean, if someone teaches me C#, I could help, but alas, no I can't make THE MECHATRONICS RULERS!

EDIT: And also make the http://ludeon.com/forums/index.php?topic=4372.0 The Mechanical defense supreme, so they can make each other better!
#443
I feel the best (and most noobish) way to survive raides, is to have a long corridor with chokepoints. That way you have long range weapons that outrange the enemies, and just take shots at the. Just an idea to your defense...
#444
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 03, 2014, 07:43:39 PM
IT SHALL RISE AGAINST ALL ODDS. AND BECOME RULER!!
#445
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 02, 2014, 11:21:42 PM
...cheats... I won't tell you in canse you get corrupted like me. In dev cheats you can spawn pawn.
#446
Well you could also use them for making colonists have a happy time Knowing who's boss.
#447
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 02, 2014, 10:04:47 PM
Yes! WE MUST! Maybe Haplo or Justin C. SOMEBODY.
#448
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 02, 2014, 10:03:47 PM
They're on it. I spawned a couple in while testing...
#449
NOTE: This is a bug from Alpha 6. All you need to do is restart your game. No messing around. This happens when you open up the mod folder and activate a mod.
#450
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 02, 2014, 12:52:10 PM
So guys, REMEMBER your seeds! So you can start in the same place!