Looks like better masochist hard mode
Will need try it on my next run
Will need try it on my next run
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Quote from: RawCode on September 08, 2016, 05:39:44 PMQuote from: hendrikpfaff on September 08, 2016, 11:19:54 AM
Master Bucketsmith is helpfull..
Your not RawCode.
i ment if there whas any way of using animated gifs as weapons and there whas nothing on google about it so thats why i asked thanks for nothing
my answers are never "helpful" in "do it for me" or "spoonfeed me" threads, sad story.
if you need "good" answer, you should at least try to implement thing you are asking for, provide some proof of your own work, perform some research and post results, do at least something.
It does not matter what you did and what results your got, just try.
asking other people work for you will not work in most cases, recipe for you is
~3 hooks
second link from google
"gizmo" keyword for injection points
Quote from: Serenity on September 04, 2016, 02:13:16 PM
The problem is not having a choice about it. It'd be fine if had control over giving them food and not doing so makes them annoyed with you.

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public override IEnumerable<FloatMenuOption> GetFloatMenuOptions(Pawn myPawn)
{
List<FloatMenuOption> list = new List<FloatMenuOption>();
{
if (!myPawn.CanReserve(this))
{
FloatMenuOption item = new FloatMenuOption("CannotUseReserved".Translate(), null);
return new List<FloatMenuOption>
{
item
};
}
if (!myPawn.CanReach(this, PathEndMode.Touch, Danger.Some))
{
FloatMenuOption item2 = new FloatMenuOption("CannotUseNoPath".Translate(), null);
return new List<FloatMenuOption>
{
item2
};
}
if (myPawn != OwnerPawn)
{
Action action3 = delegate
{
OwnerPawn = myPawn;
OwnerPawnID = myPawn.thingIDNumber;
};
list.Add(new FloatMenuOption("ClutterMakeOwnerPart1".Translate() + myPawn.Name.ToStringShort + "ClutterMakeOwnerPart2".Translate(), action3));
}
if (StoredClothSetList.Count <= 0 && myPawn == OwnerPawn && !Interaction)
{
Action action1 = delegate
{
if (myPawn.drafter.CanTakeOrderedJob())
{
myPawn.drafter.TakeOrderedJob(LockerJob);
}
else
{
myPawn.QueueJob(LockerJob);
myPawn.jobs.StopAll();
}
OwnerPawn = myPawn;
myPawn.Reserve(this);
num = 0;
};
list.Add(new FloatMenuOption("ClutterStoreCloths".Translate(), action1));
}
if (StoredClothSetList.Count > 0 && myPawn == OwnerPawn && !Interaction)
{
Action action2 = delegate
{
if (myPawn.drafter.CanTakeOrderedJob())
{
myPawn.drafter.TakeOrderedJob(LockerJob);
}
else
{
myPawn.QueueJob(LockerJob);
myPawn.jobs.StopAll();
}
myPawn.Reserve(this);
num = 1;
};
list.Add(new FloatMenuOption("ClutterSwitchCloths".Translate(), action2));
}
}
return list;
}

public override void SpawnSetup()
{
base.SpawnSetup();
this.powerComp = this.GetComp<CompPowerTrader>();
LongEventHandler.ExecuteWhenFinished(SS2);
this.factionthing = this.factionInt;
}
public void SS2()
{
PackingBenchTierOne.Ui_Pmode1 = ContentFinder<Texture2D>.Get("Things/Building/Ui/Ui_Pack", true);
PackingBenchTierOne.Ui_Pmode2 = ContentFinder<Texture2D>.Get("Things/Building/Ui/Ui_unPack", true);
PackingBenchTierOne.TexOpen = GraphicDatabase.Get<Graphic_Single>("Things/Building/Frames/PackingBenchTier1_Open");
PackingBenchTierOne.TexClosed = GraphicDatabase.Get<Graphic_Single>("Things/Building/Frames/PackingBenchTier1_Closed");
PackingBenchTierOne.TexResFrames = (Graphic[]) new Graphic_Single[12];
for (int index = 0; index < 12; ++index)
{
PackingBenchTierOne.TexResFrames[index] = GraphicDatabase.Get<Graphic_Single>("Things/Building/Frames/PackingBenchTier1_Frame" + (object) (index + 1));
PackingBenchTierOne.TexResFrames[index].drawSize = this.Graphic.drawSize;
PackingBenchTierOne.TexResFrames[index].color = this.Graphic.color;
PackingBenchTierOne.TexResFrames[index].colorTwo = this.Graphic.colorTwo;
PackingBenchTierOne.TexResFrames[index].MatSingle.color = this.Graphic.MatSingle.color;
}
}
Quote from: Chibiabos on August 31, 2016, 03:24:39 AMQuote from: mrofa on August 31, 2016, 03:16:26 AM
You know very funny fact, shells do explode just like turrets when heavy damaged, mortars do explode when heavy damaged. And goddamn how fast you can wipe out sige camp.
Your best bet is ofc sniper rifle, but if you dont have one your next best thing is personal shield. Get one of colonist to run around with a shild close engouh to distract enemies, while other to shoot shells or mortar.
There's no one-size-fits-all 'best bet.'
