Question is there any way I can use the biomass to heal my colonists foot? I can't find the option, but yet I have healed other scars in other lotions but I can't find the hands and feet!!!
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#31
Outdated / Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
May 16, 2015, 08:25:42 AM #32
Outdated / Re: [MOD] (Alpha 7) Rimworld Zombie Apocalypse (v. 1.0 - Oct 03)
October 08, 2014, 06:04:08 AM
still drooling over all of this mod but the airborne infection...
#33
Outdated / Re: [MOD] (Alpha 6) Apothecarius +TRY THE NEW SUPERIOR CRAFTING 2
October 05, 2014, 07:12:23 AM
please port to alpha 7, I tried the crafting thing and am not a fan.
#34
Outdated / Re: [MOD] (Alpha 6) Jaxxa Shields 0.08 - 2014-09-07 - Announcement
September 27, 2014, 05:06:24 AMQuote from: Jaxxa on September 26, 2014, 10:06:32 PM
I have no inside knowledge of Shields being implemented into the Vanilla Game.
Some time after Alpha 7 release I am planning to release a mod that will include Shields as part of it.
The original shield mod you fixed up i believe the dev wanted to put in. I could be wrong though
#35
Outdated / Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
September 22, 2014, 02:14:29 AMQuote from: Neurotoxin on September 21, 2014, 05:22:15 PMQuote from: Reaper on September 21, 2014, 05:04:11 PM
What line in the html enables the thing you did to make doors lockable? Trying to fix a conflict with TTM.
You mean XML?
<thingClass>ColonistOnlyDoors.ColonistOnlyDoors</thingClass>
okay in trying to get the doors from TTM to use that how did i go wrong?
Because The game spouts a no such thing error when i use da XML
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#36
Outdated / Re: [MOD] (Alpha 6) Colonist Only Doors (v1.2.3) Updated 8/16
September 21, 2014, 05:04:11 PM
What line in the html enables the thing you did to make doors lockable? Trying to fix a conflict with TTM.
#37
Outdated / Re: [MOD] (Alpha 6) TurretAmmo 0.04 - 2014-08-17
September 21, 2014, 04:22:41 PM
can you make TTMs soon to be included domesticated boom rats work? with the mod? Can you get that ammo loader working? As it is can't use the normal rail-gun because the hopper is overwritten.
#38
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.5
September 21, 2014, 04:19:05 PM
You could have it drop from the sky or have the commandos bring with them a type of mechanoid made from the stuff.
#39
Releases / Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
September 21, 2014, 04:13:49 PM
Thanks man. That worked.
#40
Help / Re: [noob question]
September 21, 2014, 12:36:29 AM
ty now i will be more careful in doing this.
#41
Help / Re: [noob question]
September 19, 2014, 05:00:53 PM
Ty but that didn't help much. anyway I figured it out. Nowwhat this you mention about a load order
#42
Help / Re: [noob question]
September 19, 2014, 01:16:06 PM
<defName>DoBillsButcherFlesh</defName> what is this?
(my problem is that a certain mod is showing its build options but not its recipes.)
(my problem is that a certain mod is showing its build options but not its recipes.)
#43
General Discussion / Re: game lagging, too much buzzants
September 19, 2014, 12:31:39 AM
Buzzant hills are structures. When i first see a hill i wall it up and setup a turret, a battery and a solar gen.
I set the turret inside a adjacent fresh walled in place(stone) and tell it to shoot at the hill after removing the dividing wall. After the hill is destroyed. Deconstruct the turret setup and throw a cocktail, everything should burn after a few.
I set the turret inside a adjacent fresh walled in place(stone) and tell it to shoot at the hill after removing the dividing wall. After the hill is destroyed. Deconstruct the turret setup and throw a cocktail, everything should burn after a few.
#44
Help / [noob question]
September 18, 2014, 07:25:43 PM
how is <jobString>Butchering.</jobString> related to
<DefName>TableButcher</DefName>
<EType>Building_WorkTable</EType>
<Label>Butcher table</Label>
<ThingClass>Building_WorkTable</ThingClass>
I am trying to figure out why a certain mod ain't working with another.
<DefName>TableButcher</DefName>
<EType>Building_WorkTable</EType>
<Label>Butcher table</Label>
<ThingClass>Building_WorkTable</ThingClass>
I am trying to figure out why a certain mod ain't working with another.
#45
Releases / Re: [MOD] (Alpha 6) T's Mods v1.3.0 (Cotton, Crops, Floors, Beds, ConditionRed...)
September 17, 2014, 05:01:36 PMQuote from: Telkir on September 17, 2014, 02:00:47 PMyes, I find it humorous you ask but then again this is the internet......and it wouldn't surprise me at all to find out someone derped as such. ( i also have all reasheach but some ship ones right now)
@Reaper, maybe a silly question, but did you also have Carpet Making researched?
TTM changes the requirements for the research, mabey it just doesn't include your carpets in its definition? But then again i don't know much about modding.
The research could either unlock the carpets or the carpets could be research dependent.(not sure of the mechanism) Your wood and stone floors work fine.