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Messages - elStrages

#136
Quote from: Rock5 on February 17, 2015, 09:25:16 AM
So... what does this mod do exactly? What does it do?
I will answer this quote with a quote:
Quote from: 1000101 on February 16, 2015, 01:08:41 PM
This mod is just a simple menu patch.
#137
Outdated / Re: [MOD] (Alpha 8) Helpful Floors Mod
February 17, 2015, 11:12:45 AM
Quote from: DarkTemplarlord on February 17, 2015, 10:53:41 AM
Works well, but when i use floor that makes colonist faster some colonist become invisible and i cannot see them
this bug means the colonists are going too fast, I had the same problem in one of my mods.
The OP needs to lower the speed, anything over 12 cells a second can cause this issue.
#138
Off-Topic / Re: Need Free Animation software
February 17, 2015, 11:09:43 AM
oh really, I have gimp installed, I will have a look.
I didn't know it could be used for that, and yes I want it to make gifs.
#139
Mods / Re: Very Simple Mod Request: Armor Crafting Recipe
February 17, 2015, 07:06:22 AM
My mod cybernetic storm adds new Craftable armours. Also there is vanilla power armour crafting in it.
You might want to check apparello mod too.
#140
Off-Topic / Re: whats the story behind your username
February 17, 2015, 07:02:59 AM
el - this part of my name comes from my surname. I was always known at Tyrrell due to being called Davis and there ware 7 of us in my year at school, this eventually got shorted to el, as a nickname.
Strages - is roughly Latin for Massicure.
So really elStrages is roughly Tyrrell Massicure.
Now I sound like a psycho. :D
#141
Off-Topic / Re: RimWorld vs. IS
February 17, 2015, 06:59:35 AM
I think this is a little unnececcary really.
#142
Off-Topic / Need Free Animation software
February 17, 2015, 06:52:40 AM
Anyone here know of a nice free piece of animation software. Doesn't have to be all singing and dancing as long as it's fit for purpose.
Any advice would be great :)
#143
General Discussion / Re: Endless unconciousness?
February 17, 2015, 06:49:18 AM
Pickle is a vegetable. Be kind euthanize him.
#144
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
February 17, 2015, 06:16:00 AM
E' I don't think there's enough time to add all of these lol!
#145
Quote from: TracerFox on February 16, 2015, 07:43:59 PM
Can anyone confirm if ES and CS are incompatible if used together? Could they be edited to be made compatible?
If so, would anyone be willing to guide me through this?
Incompatible
Merge the pawn_humanoid install part section def in the XML should resolve the issue
#146
Quote from: TracerFox on February 16, 2015, 06:10:12 PM
Got a quick question for you guys.  Can anyone give me a summary of how this mod differs from Extended Surgery?  I love the basic idea of new implants, surgeries, and organ harvesting.  Both mods seem to have these basic themes, but I really don't know how they differ, and not sure which one I would want to use more.
Es add crafting for vanilla bionics and prosthetics as well as some new implants and more
CS add around 20 or so new bionics to the game, as well as power systems, weapons and armours. Crafting benches and advanced tech tree. and much more.
Each has a list of features in the first forum post, I would go have a look there
Also I have been updating my mod page on the wiki, have a look there for cybernetic storms feature (its a work in progress, Link in description)
#147
Ideas / Re: Rimworld On Xbox and Ps4
February 16, 2015, 12:46:14 PM
Do a forum search next time!
The repetitiveness is getting boring.
Consol conversion topic:
https://ludeon.com/forums/index.php?topic=9474.msg94446#msg94446
Mobile conversion topic:
https://ludeon.com/forums/index.php?topic=5184.msg49853#msg49853
#148
Quote from: Giraffe on February 16, 2015, 12:00:05 PM
Has this mod been abandoned? I would really love to try this one out, it looks awesome.
I'd say it's not worth updating to alpha 8 but instead alpha 9 when it comes out
#149
Quote from: Mechanoid HiveMind on February 16, 2015, 03:22:17 AM
Quote from: elStrages on February 16, 2015, 03:09:04 AM
Getting off topic guys... So...

I will be looking at this mod around the end of the week is there anything you think you would like to see it it?
I am kinda confused at how the sandbags work i have the extra strength ones set up
T=trench
S=your sand bags
B=barbed-wire
W=sandstone walls
wTTTTTTw
wSSSSSw
wBBBBBw
w          w
w     ^     w
        |
    (incoming attack wave)
Like so with sandstone walls around them. I have lose 3 colonist to enemy fire so far and most of them have power armour on. Why does it not help or does it and i am blind?

Also i want barb wire to hurt not stop that be kinda cool.
They are just improved from current sandbanks. Pass through chance is lowered

As for the things suggested I have noted them down
Moat draw bridge and fence gates are top priority
#150
So in my description is a like to the wiki page for my mods. I was wondering if anyone could have a scan through. It's still in development I just wanted to get some opinions on the CS section :D