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Messages - windruf

#91
nice.
small tip: go to Defs\TerrainDefs\PavingKitchen.xml and remove

<li>
   <thingDef>Metal</thingDef>
   <count>1</count>
</li>

or your people will never be done with building this floor.
#92
Quote from: moredrowsy on June 09, 2014, 07:16:06 PM
Thanks for the updates. Btw, does the Less Explosive Turret mod work with other turret mods (like mechanoid turrets, non-lethal turrets, etc)?

no.
you have to tweak it yourself:
go to defs, find <explosiveRadius>X.X</explosiveRadius> and set to <explosiveRadius>0.0</explosiveRadius>
#93
Ideas / Re: Craft to limit
June 09, 2014, 11:40:56 PM
on the other hand an interesting idea: craft until there is room on stockpiles.
#94
Shields and Modular Solar would be nice
#95
it gives you a plant to grow that gives you 2 metal when harvested
#96
+1
there should be at least two kind of mods: normal and mapgenerators. normal mods don't generate maps, but if there is a need for some stuff to be placed, just provide a list of things you want to be placed:  (what, number, place for deployment) and mapgenerator places this things on the map
#97
Ideas / Re: Proximity Mine
February 17, 2014, 03:36:39 AM
we don't want to build them close so they don't make chain reaction.

so it should be like: build a mine, and when it goes up, it will be automatically rebuild.
#98
Ideas / Re: Circuit Breaker structure object
February 17, 2014, 01:48:21 AM
+1
want it!
#99
Ideas / Re: Manufacturing Economics
February 05, 2014, 01:56:23 AM
i'd like crafting like in wonderland online with addition from gnomoria (i like when my gnomes make necessary parts automatic)
#100
Ideas / Re: less random please
January 31, 2014, 01:56:24 AM
like Tynan said: if you need complete random, just press next.
i don't play to loose, so i prefer a well balanced team for start, which is now really hard to get. especially if you want a full female team.
#101
Ideas / less random please
January 30, 2014, 06:34:10 AM
testing the new version
biggest problem so far is to get some decent colonists, that will do work without exception.
can we PLEASE have the possibility to choose backgrounds, traits, gender, look. 
#102
QuoteSo for example if you have an entreapanur and 2 medieval people, you should be able to build medieval technology alongside the tech that the entrepreneur has experienced. Or you could "Average" it out by having a number assigned to each tech level (so say, our farmers are at tech level  4 or 5 (medieval) and we have an entrepreneur lets say he is at tech level 8 or 9 (industrial/pre-modern) so you would end up with 4 + 4 + 8 / 3 which averages out to 5.2 (which is medieval/renaissance in this case) (closer to renaissance)
and if you have a medival and a SF than you have modern (which none of them knows) ;)


irl if you land on some island with just the stuff you have in your pockets - you have techs of a caveman(if you know them or have brain to invent them). for everything more advanced you need tools, you have to make, find or bring with yourself.

#103
Ideas / Re: Equipment for Colonists!
January 15, 2014, 03:35:22 AM
yes
but: to make people to survive better each droppod should have some minimum for people to survive, like lvl1nanobuilderthingens, lvl1handhealdminingstuff ...
#104
Ideas / Re: Looters instead of Raiders?
January 13, 2014, 03:42:09 AM
Quote from: GhostxxxShadow on January 12, 2014, 02:47:33 AM
Quote from: Untrustedlife on January 12, 2014, 02:07:35 AM
And you can easily defend against them late game with minefields and traps (rooms filled to the brim with turrets.)
Going a little offtopic here: My graveyard is getting full with a bit less than 30 corpses. Is there a way to burn them or eat them  :o ?
burning a full grave makes it empty  ;)
#105
Ideas / Re: Raids, Sabotages, Kamakazi and Assaults
January 08, 2014, 12:10:25 AM
why so low-tek? just use orbital laser to whipe those pesky colonists out ;)