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Messages - shadowstreaker

#61
Would introducing similarly coloured stone floors be too difficult?
#62
Ooooo Interessant
#63
Great work getting it out so quick and thank you for the great mod
Looking forward to the interface mod update aswell :)
#64
Outdated / Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
October 01, 2014, 06:50:27 AM
It's not really, since you still have to kill all that stuff, and it takes a hell of alot of sacrifice to get the 10k required for a geyser, though the blood can also be used as food (with -20 debuff) and fertilizer for slightly more productive ground, it still takes alotta work to benefit, alot of the stuff is decoration at the moment (Which looks very cool)
#65
Outdated / Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
September 30, 2014, 05:15:16 PM
I believe it's in the form of a crafting recipe at the moment, so whoever you have on crafting will do it, whether it be one person or many, and you'll get alotta skulls and blood, careful though, people will drink the blood over raw food and it gives a -20 mood debuff
#66
Right click on it with a colonist selected, should be an option
#67
Call order ships have them and there's also a signal beacon that allows you to call these for 400 silver or broadcast a signal that can call a ship eventually, or summon bandits to your base
#68
Outdated / Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
September 30, 2014, 10:52:42 AM
As far as i can tell it has no issues with any other mods, since it doesn't really change much just adds some great new things
#69
Hmm I have no clue then
#70
Usually only happens if you have a storage area set to critical or you have no silver, i know i have a habit of setting an area for silver to critical for trading
#71
Outdated / Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
September 30, 2014, 03:47:25 AM
It's not really a problem just alot of fun ^.^
#72
Outdated / Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
September 29, 2014, 05:00:35 PM
Heh I kept getting stupid amounts of pact strength by combining this, WW1 mod and Zombies mod
Essentially neverending supply of blood :D
#73
Outdated / Re: [MOD] (ALPHA 6) Blood Pact by JuliaEllie
September 29, 2014, 04:18:02 PM
Sweet :D and on the tooltip for the steam geyser ritual can you add the amount of pact strength required for it? It'd just make it easier to understand how much more is needed to be done ^.^
#74
Glad I'm not the only one and thanks :)
And thanks for the great mod, it's extremely useful (Especially with MAI which allows you to give colonists the Android trait)
#75
After disabling and re-enabling all the mods I use, aswell as this one, the issue is not repeating itself, so I have no clue why that was happening, on a side note, can you add a capital N on the none in incapable of, I know it's being pedantic but yeah