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Messages - elStrages

#406
Quote from: Patriota on December 22, 2014, 07:08:48 PM
Are u compatibile your mod with extended surgery and bionics?

Te last version wasn't. I haven't checked this one but I just put no on the main description just in case. I wouldn't imagine it would be.
#407
Outdated / Re: [MOD] (Alpha 8) Brain Surgery
December 22, 2014, 06:53:35 PM
Quote from: Girlinhat on December 22, 2014, 06:43:41 PM
What does this... do?  Like, what's the effect?
[/quotes] get shot in the brain.. BOOM brain surgery saves the day
#408
Quote from: Dragoon on December 22, 2014, 05:22:44 PM
um I built a nano brain for someone who got shot in the head but when I go over to operations the option to install it is not there.
Should be, check in the files under thingsdefs/human there will be a list of install able items. If it's not in the list I deleted it somehow and I'm sorry. I'm on the road now and have no way to fix. You can always add the code yourself.  Again I am sorry
#409
Quote from: Dragoon on December 22, 2014, 11:34:40 AM
I personally prefer the old nanotech to the red one.
If you go into the files CS\textures\etc navigate to the armour and just edit the file change the colour as you want bud :)
#410
Mods / Re: Mod Request: Drugs
December 22, 2014, 11:15:26 AM
Will let you know if I find anything.
#411
MOD freshly updated to v2.4 :) I hope you all like it as this is it until after Christmas.  Check the change log for full details, mostly a few changes and additions to the game. I hope you enjoy it and Happy Gaming.
NOTE: may not be back compatible if you have 'Nanomite Implants' Installed as these were removed form the game.

Just like to say thanks for the support, across the three downloads portals I had over 1500 downloads for v2.1 - v2.35 and I hope 2.4 does just as well!
So again I hope you enjoy it Merry Christmas and Happy New Year
#412
Ideas / Re: Z Levels, again! Come on now.
December 22, 2014, 07:05:52 AM
I was think this, thismorning, that it would be nice to be able to build up, at least 1 level.
#413
Mods / Re: Mod Request: Drugs
December 22, 2014, 06:59:24 AM
Quote from: Igabod on December 22, 2014, 03:19:23 AM
Quote from: elStrages on December 22, 2014, 03:13:07 AM
I thought froth of space spice and other space related drugs. Turn the raw materials into usable resources and the could cook with them and use them. They would provide health defs and moods.

Is the health buffs/debuffs thing possible with food through the XML? I would think that would require a .dll file.

not sure without have a deeper look, there may be a work around.
#414
Mods / Re: Mod Request: Drugs
December 22, 2014, 03:13:07 AM
I thought froth of space spice and other space related drugs. Turn the raw materials into usable resources and the could cook with them and use them. They would provide health defs and moods.
#415
Quote from: Dragoon on December 21, 2014, 11:49:22 AM
I LOVE THIS MOD! The cyber helmet looks so badass dat glow!
haha thanks :)
#416
Quote from: DestroyX on December 21, 2014, 08:16:02 AM
Quote from: PapaDookie on December 21, 2014, 07:26:38 AM
i'm having issues with the nanoponics table not having any recipes in it. ie can't grow nanovine :/

it doesnt have recipes in it, but they grow it automatically when you got free growers ^^

on a sidenote, you changed all the armorstuff, so it works again, which is nice.
however, the helmets give you aiming time +, so it actually makes you shoot slower.
i dont think this was intended, so... just sayin :D
really, damn I will have a look.
yep that's a f**k up lol I have changed it to a - in the code, anyone who needs to change it should look in:
CyberneticStorm>Defs>thingDefs>(apparel Name)
Its the bottom code set cant miss it, search for this <AimingDelayFactor>
#417
Outdated / Re: [MOD] (Alpha 7) Synthmeat
December 21, 2014, 08:15:36 AM
Quote from: harpo99999 on December 21, 2014, 06:38:18 AM
Quote from: elStrages on December 21, 2014, 02:56:56 AM
This is pritty cool, quorn in rimworld lol
Quote from: Turtle Medic on December 20, 2014, 07:39:11 PM
Updated this to Alpha 8, uses the medicine skill though, only because it's hard to level, unless you beat your prisoners.
Just a heads up, you need at least 5 medicine skill to make Sythmeat.
You should update the main post to say alpha 8 so people know
BUT turtlemedic is NOT the original poster of the thread , so he CAN NOT ALTER THE OP
seen, I'm not sure the caps were necessary though
#418
Quote from: PapaDookie on December 21, 2014, 07:26:38 AM
i'm having issues with the nanoponics table not having any recipes in it. ie can't grow nanovine :/

just doubled checked the release code and its fine, i'm not sure what the problem could be. I can only suggest re-downloading it and over writing the install.
#419
Mods / Re: Mod Request: More Weirdos
December 21, 2014, 08:08:50 AM
Quote from: TrashMan on December 21, 2014, 08:03:14 AM
Neat Freak - the more dirt/filth around him, the more it upsets him
Garbage child - used to garbage and filth. Increased desease resistance, social penalty

I beat you to these ones :D
#420
Ideas / Re: Suggestion & Discussion: The Colonist
December 21, 2014, 06:07:53 AM
I know this hasn't been brought up resently but I think a chapter inventory is pivotal at this point. Especially for a few things.
1: new items needed.
- packaged meals - food on the go. More often than not my guys are tracking across the map and then getting a metal break because it's December and freezing cold and they are starving
- med kit - frozen wastes cut your tie off. Med kit can provide temporary healing until returned to base. Could also provide healing to shot down members of your team in defence of your colony.

2: inventory.
- this all needs to be stored in a small inventory in the pawns data could be a 3x1 thing for med kit, packaged meal if some kind and keys.