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Messages - Bodog999

#211
Bugs / Small grammar error
August 24, 2014, 12:30:32 PM
I've noticed that when an industrial trader comes in range it says "its a industrial trader" while it should be "its an industrial trader"
#212
Bugs / Re: All injuries show as 'misc'
August 24, 2014, 12:26:11 PM
I've the same problem its when you have a downloaded mod installed :p I think the makers of the mods forget to get the weapon files correct (like ZestyLemons said)
#213
I've the exact same bug. I know why they keep falling out of the bed its because they get damage from their wounds :P happens to both prisoners and colonists
#214
Outdated / Re: [MOD] (Alpha 6) More Biomes v0.95
August 24, 2014, 06:39:44 AM
Wait hold on a second, Blueberries? doesnt that give your colonists hallucinations?
#215
General Discussion / Re: Colony on starting screen
August 22, 2014, 12:07:23 PM
Mechs probably have nightvision already build in their eyes :P those light can be from piratecamps or mayby lava? I know its not implemented but the planet probably has geological activity otherwise there wouldnt be an atmosphere :P
#216
Quote from: HatesYourFace on August 19, 2014, 08:16:21 PM
Quote from: Cyclops on August 19, 2014, 07:21:15 PM
Speaking of prostethics, we will be getting bionics as well, right? Namely, bionic eyes perhaps? So I can find a Commisar who had his eye shot off, replace it with a bionic one and call him Commisar Yarrick. Yes. My new Rimworld-related dream has been realized!
Bionic eyes, powerclaws, tanks and snow. He doesnt even mention the giant mech in the background xD
40k Fans unite! Commisar Yarrick was the hardest I.G. unit in the game, During one game where I was playing I.G. (I play I.G. and Tau mostly) I saw him flip an Ork trukk in CC with his claw, slaughter said Orks inside trukk, then sweeping advance (This was 3rd edition) into another trukk and immobilize it, he then spent two turns killing that squad of Orks after they disembarked. He also won 1v1 against a Striking Scorpion exarch in CC in a different game, Then mopped up the remaining Striking scorpions with the help of two Sentinels. Friggin' love Yarrick. <3

Do want in RimWorld: Bionic eye that shoots lasers. Also, Powerclaws.

Also, Also, Tanks.

...And snow!
#217
Stories / Re: A Girl Named Blue
August 22, 2014, 06:57:20 AM
Wow, amazing story man. I remember my first siege (good times (to be honest....I hacked them to death) but now they cant even come close to my base due to 1 artillery cannon (mods :D) getting damn good loot from them, they attack in groups of 40+ :P
#218
Stories / Re: Help im being kidnapped!
August 22, 2014, 06:50:09 AM
:D
#219
Stories / Re: Thanks, Cassandra... (rant)
August 22, 2014, 06:46:28 AM
xD Amazing story! But somehow I dont have any muffalo's spawning in my world :P when someone rages they just stand in the dark cave I dug and wait for someone to walk near him.
#220
I've also experienced this when there is a mental break imminent the colonists leave or go on a rampage in less than a half second
#221
Oh and Itchy I've also noticed that when I create a new map with the valley generator there are a lot of little rocks/mountains in the middle of the map. I was wondering if you change something to get rid of the little rocks/mountains in the middle of the map
#222
Itchy I love the snowy landscape, keep up the work and let us know when the snowly landscape is capable with Industrial Rim and BP+ Have a nice day/night
#223
Ideas / Re: sheild generators
May 09, 2014, 10:25:55 AM
Its a good idea. You could have different shields and forms of shields you have fire protective shields which doesnt allow fire to get in there or spread. A shields which makes a roof over its area. A shields which slowly kills hostile animals/raiders, a shields which slowly but surely kills all vegitation (exepts grown crops) and some more but I cant thinks of some more
#224
Ithcy I've noticed that when I mine into the mountains with the valley with BP+ there are very very little metal pockets could you increase the spawn rate or is that very hard?
#225
Mods / Re: [Request] Colonist Modifier Mod
May 08, 2014, 10:46:34 AM
Quote from: mititeluvlad9311 on May 07, 2014, 07:10:28 PM
keensta you don't understand what we want...we don't want a god mod to remove or edit, we just want a simple sistem of customizing your colonists before starting a new game...like skill points distributions and other things.
indeed. Atm I can change gender, age, traits and skills, but not before starting a new colony