I have a request: could you make a version where you need very high skill to cook even two meals at once? I mean like Cooking 10 for 2 meals, 15 for 4 and 20 for 8
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.
Pages 1 2
#16
Outdated / Re: [MOD](A10) Bulk Meals v2.3 Removed "need meal source" message April 20, 2015
April 29, 2015, 10:07:10 AM #17
Outdated / Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
February 26, 2015, 08:00:52 AMQuote from: Wastelander on February 25, 2015, 09:09:00 PMQuoteany chance of getting the collars as a standalone ?Since there's already so much cross-pollination between this and the prison improvements mod, I could probably add the slave collars + ability to make slaves in that mod. They just won't have any of the extra behaviors from this mod and will act like regular colonists.
That would be great!
#18
Outdated / Re: [MOD](Alpha 9) Slavers (v1.0) initial release - YARR!
February 25, 2015, 10:18:50 AM
Would it be possible to have the collar as a standalone? I mean, it's cool and all but even I would prefer a version where prisoners are just happy to help. (or they might end up killed by a colonist accidentally throwing a tantrum)
#19
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 25, 2015, 07:08:46 AMQuote from: Wastelander on February 24, 2015, 05:44:40 PM
Thanks for the images! I'm no artist, so I'm happy to incorporate anything that looks better than my attempts. I'll test those images out and I'm assuming I'll use them in the next version of the mod.
Make it optional, I really prefer your current sprites
#20
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 23, 2015, 02:40:24 PM
I actually managed to make it work. It wouldn't work with an "unroofed" area, but I expanded it a bit more (made a roofed room, set it to no roof and broke the walls between them) and it became outdoors, removing the debuff.
But yeah, having the debuff directly removed would be easier.
e:
Issues aside, I absolutely love this mod. Really love it. I hope we see more prison-related stuff from you!
Prison Architect in Rimworld when
But yeah, having the debuff directly removed would be easier.
e:
Issues aside, I absolutely love this mod. Really love it. I hope we see more prison-related stuff from you!
Prison Architect in Rimworld when
#21
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 23, 2015, 08:56:49 AM
I have another issue: http://puu.sh/g9hpp/c4a7095d23.jpg
Dude does go out in the yard, but doesn't lose the debuff. On mouseover the area says "unroofed", not "outside". Is that the reason? If so, how do I fix it?
Dude does go out in the yard, but doesn't lose the debuff. On mouseover the area says "unroofed", not "outside". Is that the reason? If so, how do I fix it?
#22
Outdated / Re: [MOD](Alpha 9) Prison Improvements
February 22, 2015, 10:40:50 AM
I'm having an issue. In my new colony I have a prison are with a named camera, but there's no option to haul the prisoner.
http://puu.sh/g7VIJ/90df669570.jpg
http://puu.sh/g7VIJ/90df669570.jpg
#23
Outdated / Re: [MOD] (Alpha 8) Enhanced Defence: Phoenix Edition - 0.15 - 23/01/2015
January 23, 2015, 07:34:01 AM
I'm getting an issue: I can't build Wireless Power nodes or anything else from your mod (like laser drills). Even going in debug mode and enabling God Mode won't let me build them.
Log at the main menu: http://puu.sh/eUy7Z/d8490488be.png & http://puu.sh/eUycN/8bb6ed80c6.png
I can build Embrasures though
Log at the main menu: http://puu.sh/eUy7Z/d8490488be.png & http://puu.sh/eUycN/8bb6ed80c6.png
I can build Embrasures though
#24
Releases / Re: [MOD] (Alpha 8f) Miscellaneous w MAI (V 1.8.6 / 11.01.2015)
January 20, 2015, 08:47:11 AM
I'd like to get just the incidents and the visitor beds (which will basically work as an incident anyway). Is it possible?
#25
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
October 20, 2014, 08:31:35 PMQuote from: JuliaEllie on October 20, 2014, 04:55:53 PMQuote from: Inacio on October 20, 2014, 04:46:00 PM
How do I make my guys use the Soylent Green?
It works as food ingredient for meals
It isn't really working for me, is there any requirement?
http://puu.sh/ckad9/7533f3e709.jpg
#26
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
October 20, 2014, 04:46:00 PM
How do I make my guys use the Soylent Green?
Pages 1 2