Quote from: InfiniteRemnant on March 16, 2015, 02:45:13 PM
Does the hair work by itself or will i have to pull stuff from the core section to make it work? Cause the hair is all I'm here for.
Hair will work on it's own.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: InfiniteRemnant on March 16, 2015, 02:45:13 PM
Does the hair work by itself or will i have to pull stuff from the core section to make it work? Cause the hair is all I'm here for.
Quote from: Timeisaperception on March 16, 2015, 12:04:47 AM
The shock trooper concept will definitely have a few iterations; the current Scythers are kind of heavy melee hitters, so augmenting that with a fragile blitzer that essentially harasses your colonists into not being able to shoot could be viable. Probably something smaller with an arachnid look to it; the heavy shock [...]
Quote from: Timeisaperception on March 15, 2015, 11:57:46 PM
I don't know if you've given heavy thought to the Progress/Tech Levels, but an excellent place to look if you need a vague idea is in Traveller and Alternity - both excellent tabletop RPGs. Traveller's is much more spread out and covers a wider array of things (stone knives and bearskins to godlike ascension, pretty much), while Alternity's is much more condensed. [...]
Lots of progress on the mod so far! Despite having some difficulties both with this being March Break, and also that we've had to do additional, unexpected texturing, things are progressing smoothly.
- Lots of new textures from Compozitor. Bone, Stone, and Wood weapons along with a few production workbenches, majority of clothes (still need other body types) and sources say he's working on
clothwall texture.
- GorillaCZ began work and finished work on the Windmill power (some things will require power early on, although it really won't be actual electricity, just think of it as something else.)
- blaze7736 has been down to work on the tailoring table, adding all of the new clothing and such.
- I have been down to work on adding the new StuffCategories (really, just Bony category), starting an abundance of help topics in the mod section (I probably own 20% of that section by now), lots of work on
the weapons, added the torch building, replaced campfire texture with one from Compozitor, lots of new projectiles, working on a new "Caveman" storyteller that will support large populations (up to
40 people!) but with bigger raid chances, added new "Shaman" trait, gives some research skill points and some other bonuses like work speed and other things.


Quote from: daft73 on March 15, 2015, 02:45:10 PM
Heh Freddy went all Jon Rambo, how is the colony fairing, that attack seemed to slow progress abit I'd think. Nice short story.
Quote from: chaotix14 on March 15, 2015, 02:05:59 PM
The main reason I believe why most people these days think the rain doesn't wash that stuff away(while in reality it's been a feature included in the past few alphas) is because most tend to play on maps where rain is damn rare, because of generally the amount of rain or the rain being more of a solid form(snow). If you play maps that 80% of the time have temps below 0 Celsius, the chance of rain sweeping in is rather slim(even worse if you settled in a low rainfall portion of the map). Meaning you could get a couple of years worth of blood piling up before natures janitor comes along to mop up.