hey, the fluffly breakdowns mod says on the OP that its for A13, but clicking on it shows that its now for A14 on the github.
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#286
Releases / Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
July 20, 2016, 12:17:57 PM #287
Releases / Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
July 20, 2016, 11:55:37 AMQuote from: Haplo on July 20, 2016, 06:19:41 AM
If you want to have something like that, place a Tactical Computer.
The Tactical Computer has the 'Anomaly Found' incident, which is just what you've described: Your colonists see an anomaly on your topographic view and you can send some people to investigate it.
oh cool
also, is there any reason too send more than 1 guy on the rumors and etc? is there any benefit? do you get more stuff if you send more people?
#288
Releases / Re: [A13] Turret Collection (A13c / 22-06-2016) Naval Gun!!!
July 20, 2016, 11:20:14 AM
hey, do some of the turrets require AI persona cores? i think the howitzer, rocket artillery? and some other ones do, and i think thats a bit expensive. i think that turrets that use AI cores can be seperated into 2 types, one that is manually aimed and another that isnt but requires the core, unlike the former. the former would have bad accuracy, like half or 2/3 of the accuracy the standard one does, and maybe slightly longer reload time, but doesent require a core.
#289
Releases / Re: [A13] Turret Collection (A13c / 22-06-2016) Naval Gun!!!
July 20, 2016, 11:18:29 AMQuote from: eatKenny on July 06, 2016, 10:51:13 AMQuote from: Sjel on July 06, 2016, 10:25:18 AM
Thanks. Anyway to lure them into range? Never met them during the first 5 seasons.
that's the problem with A13, trader ships are too rare. i'm not going to change anything for now, wait for A14 to release and see if it will be fixed.
and you can always go to develope mode to call the trader ships.
there is a mod that adds a thing EXACTLY for doing that: https://ludeon.com/forums/index.php?topic=18995.msg207274#msg207276
you just power it ,and after a while you can call a ship, and then after another while a trader is guaranteed to come. it might not be the trader type you want, but it is a trader.
#290
Ideas / Events listed on the histroy graphs
July 20, 2016, 07:27:51 AM
i would like too see, on the history graph, whenenever i get the mail thingys that come up above the bottom right corner of the screen, that are blue and red when its a raider or other bad thing , i would like it if it was marked on the history graph when it came, for each thing that shows up. so if a wanderer joins, it would be listed in the historygraph. i thought this was already apart of the game, but i checked the history graph and i dont see any marking for events or etc.
#291
Releases / Re: [A14] Miscellaneous w MAI+Robots (V 0.14.2 / 19.07.2016)
July 20, 2016, 04:35:07 AM
hey i have a suggestion. when walking colonists along the edge of the map, your colonist can see something off in the distance- and it works similiar for the "rumor of.." incident that comes up, but you dont need visitors too come, so if your hostile too all factions you could still see the rumor-off thingy, but its your colonist seeing something off in the distance instead of a rumor. it could happen based on chance when moving your colonists along the edge of the map.
#292
Outdated / Re: [A13] mipen's Mechanical Defence 2 (V0.1 / 18.5.2016)
July 20, 2016, 04:32:13 AMQuote from: Topper on July 15, 2016, 03:01:27 PM
the droids were a great endgame for rimworld..too bad they have been abandoned.
this mod might have what you want : https://ludeon.com/forums/index.php?topic=3612.0
scroll down till you get too the robots and MAI section, it has something similiar and its for A14
#293
Outdated / Re: [A14]-Efficient Light-Simple Power Reduction-7.19.16
July 19, 2016, 10:45:34 PM
do you think the standing lamps 150 power consumption is a bit much?
#294
Releases / Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
July 19, 2016, 01:30:50 PMQuote from: Warforyou on July 19, 2016, 11:20:44 AMQuote from: 123nick on July 19, 2016, 11:02:32 AM
ohwill it ever be come possible too make them recruitable? maybe have them leave the map, then come back too the colony as a visitor?
You can just capture them and, well, force them to join Colony
Or die
The only problem that irritates me is the visitors keep drinking all my beer
Is there any way to KEEP THEM OFF MY BEER??
but capturing them is mean. i dont want too capture them, i want too rescue them, like good guys, and not bad guys. also, i dont like having too dedicate a room for a prisoner.
#295
Ideas / Re: bringing back the dev-log?
July 19, 2016, 12:42:43 PMQuote from: Shinzy on July 19, 2016, 11:33:32 AM
might be somekind of private (?) thing
but Ty's been posting the full list of changes in the blog at the mainpage
https://ludeon.com/blog/2016/07/alpha-14-the-complete-change-log/
I still don't think there's any way for "just anyone" to keep track of what's happening like "live"
oh
well, i guess the devblog will have to do.
#296
Ideas / Re: Two materials slots for construction
July 19, 2016, 12:41:52 PMQuote from: Miner_239 on July 19, 2016, 09:01:38 AM
Basically, two stuff one thing?
yeah, it sounds so. i would like this a lot as well, would allow for more interesting objects too be built
#297
Outdated / Re: [A14] More Traits v1.3
July 19, 2016, 11:03:52 AMQuote from: TheFlameTouched on July 19, 2016, 10:10:50 AM
Same as above, its playable, and will be fixed with an upload later or tomorrow.
ok thanks
#298
Releases / Re: [A14] Hospitality (v1.14b - updated 18.07.2016)
July 19, 2016, 11:02:32 AMQuote from: Orion on July 19, 2016, 10:04:06 AMQuote from: 123nick on July 19, 2016, 04:56:33 AMIt's a bit of a rare and tricky case that I never bothered getting to work. Technically they're not visitors, which makes it difficult.
hey, is it intentional that it is impossible too try too recruit people from escape pods? in the guest tab, it just looks like this:
oh
will it ever be come possible too make them recruitable? maybe have them leave the map, then come back too the colony as a visitor?
#299
Ideas / Re: bringing back the dev-log?
July 19, 2016, 11:00:28 AMQuote from: Shinzy on July 19, 2016, 08:13:23 AM
From another threadQuote from: Tynan on November 15, 2015, 02:39:54 AM
I'm non-stickying this one for now since I'm no longer maintaining the change log. Why? For reasons outlined on the changelog itself. Really, I only started it so I could show it to government people while seeking government R&D funding, and it duplicates the git commits. It's just a bit of drag on progress, I find, a small but persistent time sink for time I could use actually making the game. Less changelog equals more features!
I don't think anything would of changed since then, that it wouldn't be as much of a timesink now, as it was before
duplicates the git comments? is there like, a github thingy somewhere?
#300
General Discussion / Re: Hive food source
July 19, 2016, 10:57:28 AMQuote from: giannikampa on July 19, 2016, 09:27:58 AM
Honestly i did not encounter an hive in Alpha14 yet, and it shuld have been tuned down, so it should be doable now to farm it somehow (apparently killing all the bugs will despawn the hive). Let us know how it ends
i just broke it, i had bigger things too deal with at the time and i did not need insects invading from within.