I am not sure if the back needs a slope, or a line going from each back corner to the base, like in the front. giving the front and back the lighter gray and the sides the darker gray. Not an artist so I can't really show what I mean. Hope it was clear.
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#182
General Discussion / Re: Hunting AI needs to learn basic gun safty!
November 20, 2014, 09:19:37 AM
I think Shotguns and limited hunters has been my best fix for this. There is less of a chance to get in the way of a shot if it is up close. However, I use immersive weapon, so that might also factor in.
#183
Outdated / Re: [MOD] (Alpha 7) Roof Support v0.8.1 (19-11-2014)
November 20, 2014, 09:16:00 AM
What about using the base and top of the previous support, but adding a miniature version of the current game sprite as the middle part. It would make sense for the person on your support to appear like their type of people instead fo ours.
#184
Outdated / Re: [MOD] (Alpha 7) Mechanical Defence 2 (Update 2.0.1 - RETURN OF THE DROIDS)
November 20, 2014, 08:30:18 AMQuote from: Shinzy on November 20, 2014, 08:24:27 AMQuote from: eatKenny on November 20, 2014, 04:59:14 AMQuote
Is it intended that Builders don't repair things at all? Or there will be Repair droids someday?
like now, you can use a robot to build a car because it's programmed, but you can't use a robot to repair a car.
but in the future, mon! in the future the robits can maintain the structural integrity of assigned targets! Future is bright and full of wonder!
Was I supposed to read that whole quote in a Jamaican accent?
#185
Help / Re: Help Creating Modpack
November 19, 2014, 03:32:52 PMQuote from: Aristocat on November 19, 2014, 10:50:03 AMQuote from: Matthiasagreen on November 19, 2014, 09:51:41 AM
Not sure what you mean by alternate resource gathering, but I think immersive rim already has what you are looking for. Resources like hyperweave and metal can be produced by combining other resources. So you can make hard-to-get things (metal) from easier-to-get things (potatoes) for a significant loss ratio.
Not really significant lose considering wood price 1.4, and metal is 3.2. you lose 2 log every time 1 metal is crafted, but crafting skill kicks in and.. with +14 skill it's bit op.
Do you think uranium and missiles should be craftable?
I was referring to Hyperweave in particular when I thought of loss, which, if I remember correctly, was 40 metal and 10 cloth for 10 hyperweave, or something like that. Uranium and missles should be craftable once they have a use.
#186
Help / Re: Help Creating Modpack
November 19, 2014, 09:51:41 AMQuote from: Ded1 on November 18, 2014, 11:41:10 AM
Well at initial release its just gonna be the equivalent of a bulk download, however i will start from there to tweak it. In the end i will have many things hidden behind other techs and (hopefully) less workbenches, cause i can think of one that is essentially a duplicate of another.
Though i am NOT looking forward to A8 mod updates. That's gonna be a lot of work.
Btw can anyone recommend another mod that adds alternate resource gathering? Astrotech is now off the list so i was hoping there would be other options.
Not sure what you mean by alternate resource gathering, but I think immersive rim already has what you are looking for. Resources like hyperweave and metal can be produced by combining other resources. So you can make hard-to-get things (metal) from easier-to-get things (potatoes) for a significant loss ratio.
#187
Support / Re: Missing updates?
November 18, 2014, 03:18:44 PM
you could be talking about two things.
First there is a changelog that Tynan keeps of what he is doing in the game. The changes he makes are not available on a daily basis, but when a large update occurs and more than likely you will know about that.
Second, people make their own mods that you can download and add to your game that adds items or concepts you wouldn't normally have. Check out this forum for more information on that.
First there is a changelog that Tynan keeps of what he is doing in the game. The changes he makes are not available on a daily basis, but when a large update occurs and more than likely you will know about that.
Second, people make their own mods that you can download and add to your game that adds items or concepts you wouldn't normally have. Check out this forum for more information on that.
#188
Releases / Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.3.1 - Updated Nov 8 2014)
November 18, 2014, 01:03:09 PMQuote from: thisischrys on November 18, 2014, 11:53:42 AM
I made a colonist with 20 skill in everything yet ingame he has 17 on everything. Is this a feature?
It is probably skill decay. The skills don't stay as good as they start unless used frequently. How long after you started did you notice the difference?
#189
Outdated / Re: [MOD] (Alpha 7) Neolithic Mod (v.0.94)
November 14, 2014, 05:24:34 PM
Rimworld: Rise From The Ashes
Rimworld: By The Bootstraps
Rimworld: Well Shoot! Guess We Are Starting From Scratch
Rimworld: By The Bootstraps
Rimworld: Well Shoot! Guess We Are Starting From Scratch
#190
General Discussion / Re: How Am I doing?
November 14, 2014, 01:21:10 PM
you could make the place aesthetically pleasing. Get some better flooring in there, actually build walls.
#192
Off-Topic / Re: Hobbies
November 13, 2014, 12:33:27 PM
Well for one, I hope I am considered friend if we get sranded on a Rimworld. I wouldn't want to be on the recieving end of Jimmy's antics.
#193
Off-Topic / Re: Hobbies
November 13, 2014, 11:08:52 AMQuote from: JimmyAgnt007 on November 13, 2014, 09:42:00 AM
I do my own web-comic. However, I cant draw very well so I use stick figures in Paint.net for the artwork. Would be nice to find someone else who can draw so I can focus on writing.
Comic is called Losers In Denial http://www.smackjeeves.com/comicprofile.php?id=94496
Good storyline, but I think of you very differently now...
#194
Outdated / Re: [MOD] (Alpha 7) Universal Item Spawner
November 13, 2014, 09:59:09 AMQuote from: Rikiki on November 13, 2014, 09:50:23 AM
lol
In dev mode, just use the button named like "spawn 25 stack of item near" instead of "spawn item near".
The resource must be stackable to be spawned with this button (i.e. you cannot spawn 25 weapons of the same type in 1 click...).
Cool! Thanks for letting
rages for unknowingly clicking 1344 times more than necessary
#195
Outdated / Re: [MOD] (Alpha 7) Universal Item Spawner
November 13, 2014, 09:37:15 AMQuote from: Oragepoilu on November 13, 2014, 09:29:14 AMQuote from: Matthiasagreen on November 13, 2014, 09:23:20 AM
just a thought. I was messing with Dev mode yesterday to spawn enough hyperweave to make all 10 of my people a shirt, hat and pants. That was 1,400 clicks. This would have helped in that situation.
You know that there is option to spawn more than one per one unit ? Right ?
....
...
Totally!!! Of course I knew that!
But for those other people who don't, could you explain it to them?
