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Messages - Defection

#16
Is there maybe a chance to add some kind of cure for tiberim sickness?? Something  expensive to make and that takes a lot of time to heal?
#17
Any news on update to A15? At least mechanical walls and extractor . . .
#18
Outdated / Re: [A14] Aeryl's Mods (23 Aug 2016)
August 23, 2016, 12:43:03 PM
Can you maybe make a mod that instead of making animals sterile, you can artificialy impregnate animals so you don't have to wait for them to mate? Idea is to take sample from male (tamed) animal and inject in female (also tamed) animal (and use of glitterworld medicine would be nice for OP reasons) and the rest is natural. ;D
#19
Robert_Nick do you have any other mods activated besides Combat Realism??
#20
I'm having trouble getting this mod to work. When i start with a weapon it has ammo but when i'm finnished shooting it then empties out and cant reload. I have activated mod through EdB Mod order after Core>CCL>CCL Vanilla tweaks...and i have other mods too but can't figure out if some of them are messing this up.
#21
Is this mod incompatible with any mod? It looks good, i would like to try it but i'm not sure if it will brake my save.
#22
April 16
#23
Is it maybe possible to make the colonists in relationship sleep together in same bed, like  those king/queen size beds?? And maybe have some thought boost for sleeping with loved one :) ....
#24
Quote from: TLHeart on December 07, 2015, 11:38:51 AM
Quote from: Defection on December 07, 2015, 05:13:18 AM
Quote from: Mechanoid Hivemind on December 06, 2015, 06:27:43 PM
Quote from: Defection on December 06, 2015, 05:15:26 PM
Dead ones don't become zombies even if brain is not damaged at all.How long do you need to wait for them to become zombies?Or it is because i'm using Medical XP mod and it uses corpses for practice?
is the virus airborne yet? it should say down by where it tells you the weather
Virus is active after the colony is named (like the description of the mod says), and i have zombie hordes randomly come, but the corpses of colonists or other nonzombie raiders dont return from the dead. I leave them on purpose to see for a 30+ ingame days and nothing, and according to the mods description it should happen in few ingame hours. Maybe the reanimation thing was working only in A11  and not now in A12, or some mod is preventing that to happen.... :(

Yes the zombie virus is active once the colony is named, but it is NOT airborne at that time. Look to the right side of your screen and see if it says it is airborne.
Oh, so you mean it has 2 stages? Activating after colony is named and then later in game it becomes airborne? If that is the case then i didn't know about that. It just says "Zombie Virus Active" (Lasted 145 days, 8 hours)
#25
Quote from: Mechanoid Hivemind on December 06, 2015, 06:27:43 PM
Quote from: Defection on December 06, 2015, 05:15:26 PM
Dead ones don't become zombies even if brain is not damaged at all.How long do you need to wait for them to become zombies?Or it is because i'm using Medical XP mod and it uses corpses for practice?
is the virus airborne yet? it should say down by where it tells you the weather
Virus is active after the colony is named (like the description of the mod says), and i have zombie hordes randomly come, but the corpses of colonists or other nonzombie raiders dont return from the dead. I leave them on purpose to see for a 30+ ingame days and nothing, and according to the mods description it should happen in few ingame hours. Maybe the reanimation thing was working only in A11  and not now in A12, or some mod is preventing that to happen.... :(
#26
Unfinished / Re: [WIP] [A12d] More Traps
December 06, 2015, 05:24:39 PM
There was a mod (can't remember the name :( ... ) and there were electrical shock plates, when someone walk over them they got damage by electricity. Maybe create  something like that? :)  Sorry for bad english
#27
Dead ones don't become zombies even if brain is not damaged at all.How long do you need to wait for them to become zombies?Or it is because i'm using Medical XP mod and it uses corpses for practice?
#28
Any chance for update for A12D version?
This mod is really helpfull :)
#29
Outdated / Re: [A12] Vegetable Garden v3.1
September 05, 2015, 10:44:18 AM
can you add hay for growing on growing zones and hydroponic?
#30
Something like in Emergency 4 when someone "dies" it has like short timer, if you don't revive them in time they are dead forever.
Nice idea. I was thnking about that too :)