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Messages - mrofa

#181
General Discussion / Re: Siege is really imbalanced !!
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.
#182
Guys its ccl based so i will be only able to update it when ccl will be updated.
#183
Head is drawed over apparel and helmet is drawed over head, so what you need to do is full helmet like on the image
#184
If you dont like the steam updates then just go to steam directory and copy rimworld somwhere else and use that copy. Steam wont update mods or game that are not in his directory. If you dont like steam in general but you got a steam version, do the same, game dont need steam on to work, when you get the popup that steam is off just commit ultra hacking technique of pressing ESC and your in :D
#185
Mods / Re: [Question] How to mod the AI?
August 25, 2016, 09:32:20 PM
Download Ilspy
Instal/Start Ilspy
Game Directory/RimWorldWin_Data/Managed/Assembly-CSharp.dll
Drag-drop this dll to ilspy
Ai stuff is located mostly in Verse.Ai
Have fun and gl :D
#186
Updated
Big thanks to darcclan and Fisty for making double slab bed :D
Made some small fixes here and there.
Added a blackjack mace to misc modules. It can be crafted in crafting spot, its for dealing with mental breakdowns. Since i play on icesheet i got them alot, and 90% of fatalities there are just them, 10% are frostbites ... Blackjack when used on mental target taking in account user meele and brawler trait, will have a chance to down the target making it unconncious, and allow to haul that pawn to bed. Keep in mind that pawn wont get catarsis thought if he gets KO :P
#187
Quote from: Jaxxa on August 18, 2016, 02:38:49 AM
If people really want it back then they could try making a Melee hunting Enabler mod.

Well go for it, i still want to use combat realism and this change kinda eliminates hunting in this case.


Tynan a simple reminder like we have now with hunter without weapon, just adding hunter is using meele, or that there a hunting target selected. You cant fix PEBKAC error :D
#188
Quote from: bazalisk on August 09, 2016, 08:37:44 AM
i have a question regarding your bins.

do they destroy things placed into them?  are they like a stockpile that i can use to get rid of my ever growing chunk army??

please let this be the case  :s

Nope they dont destroy chunks, you shouldnt destroy chunks you can make stones from them, anyways bins do clean dirt/blood/barfs and other filthy stuff in range of 6 each time the counter reach 0.

Quote from: Silas_ on August 11, 2016, 04:26:34 AM
How do I make the small research bench, serving table, etc?  I'm pulling my hair out trying to figure out how to do it. I've built the furniture assembler and done a bunch of researches, but still can't build them or select them in "production" tab.

They dont exist anymore, serving table case its usefulness when food started to root and was replaced with small freezer.(Which eats 6x more power than it should ... need to fix that, ahh copy/plaste works against me :D)
Research table need to check, since at some point  you couldnt make a workstation for research other than replacing vanilia one and atm i dont know :D

The video is old so its inaccurate ahh alpha 8 thous ware times!

Oragepoilu yehh mats are awsome got base littered with them, still use trashbins for crafting areas :)

Need to balance this stuff out.




#189
General Discussion / Re: Multiplayer
August 08, 2016, 11:26:41 PM
Not a full multiplayer yet but modding will get you covered on that https://ludeon.com/forums/index.php?topic=22114.0 :P
#190
Oh Transporter looks good for long range trading :D

I just wondered why there are only man hunter packs
#191
Whoopsdated again X_X

Quote from: Oragepoilu on August 07, 2016, 03:55:32 AM
Hello,

is there a reason why you didn't added <li>Rock</li> as linkflags for the reinforced wall ? Looks better IMO when you build adjacent to a rock.
Not vanilia walls merge wierd with rock, and in my mind its more structurally sound :D

Quote from: Bucketsmith on August 07, 2016, 08:21:10 AM
Any chance you could write in your description for each of the three mods what exactly they add and what it does in case it's something special?
There was such list once, but no one did read it ...
#192
Help / Re: Problem with door mod - help?
August 03, 2016, 08:52:12 AM
On this i cant help you, check the ccl docs, if you wont find it in docs look for thingy called detour which replaces vanilia class with your class on class calls
#193
Help / Re: Problem with door mod - help?
August 03, 2016, 05:14:06 AM
Seems that old problem did not get patched. You basicly cant do custom class for doors, since the game looks for specific class when creating rooms and inside/outside area. You can try ccl since it fixes it and allow you to add custom door classes.
#194
Help / Re: [Solved]Main thread graphic load issue
August 02, 2016, 02:54:21 PM
Rawie im not a programmer so if you could translate it on a simple language :P

Also i got a wierd issue with comps, using above code as exapmle, if i would to put GraphicLoader() in ticker or drawer without LongEventHandler it will actually work without a problem. While using it in spawn setup with LongEventHandler   sometimes on loads tends to tell me that LongEventHandler  cant use that action becouse the class dont exists.
#195
Outdated / Re: [A14] Pastafarianism
August 02, 2016, 03:39:18 AM
Ahh now i can do a holy inquisition of my colony xD