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Messages - chrisb2e9

#1
Quote from: Canute on October 21, 2018, 03:51:56 PM
I think we should ignore such requests.
...
And if you use a pirate version, you shouldn't even ask about it.

This. Not accusing the OP of anything. But most people looking for mods from steam don't own the game. And if you do own it, just use steam. It gives you access to the mods, and they get updated with no hassle.
#2
I agree. They like to run in front of guns and get shot. Then it all goes to hell... For some reason they ignore the area i have set when in combat.
#3
Rhinos... I wish. I was attacked by a massive group of boomalopes. So much for that colony... They tore down the doors and once they start exploding inside. That's that...
#4
I've become very good at spawning in items from the debug menu. sadly you can't set skills. it's all or nothing.
#5
Anyone else run out of plasteel pretty fast? I'm out, can't find more and i haven't seen any traders with it. Is there a way to cheat it in?

Other than that, I love the mod. One question though, for someone manning a turret, they don't seem to have a lot of defense from attackers. Can you place the turret behind something for cover? Or can a turret with built in cover be added in?
#6
this mod looks awesome, will have to give it a try. Thank you to everyone who has been involved in it.
#7
Lots of good ideas! Some kind of dark... but then this is rimworld!
I liked the "banish" idea. I guess right now it is easy to send them to fight raiders all alone. but then you get the penalty for losing a colonist and if they don't get cremated or put 6 feet under there is a penalty for that as well.
#8
General Discussion / How do I get rid of a colonist?
March 03, 2015, 11:20:54 PM
I have some people who spend more time on mental breaks than they do anything else.
How do i get rid of them? Freeze em, arrest and sell, what's the best option?
#9
I'm pretty sure that if you look close enough it says "kerbal space program" on the side of it. That pretty much answers the OP's question...
#10
You do have mods though, and support for the game is when it is unmodded. It's not up to Tynan to fix other people's work.
#11
Bugs / Re: Uncontrolable temperature increase
February 25, 2015, 02:08:48 PM
True wood doesn't burn at 1300, but remember that what you have in that picture is a closed environment. Picture what happens when you close the lid on a BBQ. The temp goes up because the heat, the energy being released, has no where to go.

i'm not saying that 1300 is an accurate temperature. But 1300 or 300. one breath at that temperature and you die either way.
#12
Support / Re: changing temperature
February 25, 2015, 09:26:44 AM
I don't know the answer to your question. But how extreme do you need? My current map hits -57 at it's lowest. Stays around -50 for a month or two. I've watched visitors freeze on my door step!
#13
Bugs / Re: Uncontrolable temperature increase
February 25, 2015, 09:04:43 AM
That seems to me like an intended consequence of a fire. without some kind of fire suppression system in place, the only thing you could do is remove a wall so that the heat is able to escape to the outside.

Maybe if water management becomes a thing, we could have a sprinkler system. Otherwise, get some marshmallows!
#14
Ideas / Re: Your Cheapest Ideas
February 25, 2015, 08:08:04 AM
different icons for events. right now everything is either a blue, red or yellow mail icon.
Would love to see things like a trader in range, could be represented by an icon of a ship.
Items falling from space, could be indicated by an icon that looks like... things falling from space.

Basically the idea here is that I don't want to have to click on every icon to see what the event is. I would like to just quickly glance and see if the event requires my attention now or can it wait until later.
#15
Ideas / Re: A change for hunting.
February 22, 2015, 09:10:09 PM
That should also help with other colonists walking in front of the shooter. If there is less of a space between the hunter and their target.