Stun Gun is melee and Taser is ranged? I think you changed the descriptions there :/
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#466
Unfinished / Re: [WIP][A13] Non-Lethal Weapon (Update May 7) Now with Combat Realism Version!
May 16, 2016, 01:00:43 PM #467
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
May 16, 2016, 12:36:36 PMQuote from: Nimander on May 16, 2016, 12:24:06 PM
A quick question(s). Does an embrasure allow to shoot freely from a manned turret, if there is an empty space between them? Does the embrasure give cover in such case?
Yes it does
The turret just needs to be behind the embrasures to be protected by it. You can create a closed bunker with a turret inside and it'll work
#468
Outdated / Re: [A13] [MODLIST] ItchyFlea's Small Mods - Updated to Alpha 13
May 16, 2016, 12:14:46 PM
"For the Range or Dummy: Set a bill to train either shooting or melee."
So that is why I keep destroying the shooting ranges by manually targeting them xD
So that is why I keep destroying the shooting ranges by manually targeting them xD
#469
Outdated / Re: [A13] DE Surgeries v1.06 [20-April-2016]
May 16, 2016, 11:59:07 AMQuote from: dareddevil7 on May 16, 2016, 11:53:39 AMQuote from: Jack Kenseng on May 07, 2016, 08:13:35 AM"Doc, I need my inhaler." "Don't have it." "What happened to it?" "We sold it to buy you new lungs!" "Hooray *cough*."Quote from: DarknessEyes on May 04, 2016, 07:09:01 AMQuote from: dareddevil7 on May 03, 2016, 11:30:16 AM
To fix asthma, can't you just replace their lungs?
I dont know if its already possible in core game.
Yes, I've done it a few times now.
"Now hold your breath, we are going to remove your lungs to put on the new ones"
#470
Outdated / Re: [A13] DE Surgeries v1.06 [20-April-2016]
May 16, 2016, 11:47:58 AM
Regarding the poll about the pills, maybe you could merge that idea with cuproPanda's RimPharma, and make the pills both sold by merchants and crafted at high material costs, like requiring glitterworld medicine or something similar... The pills sound quite powerful already, and I don't really like the idea of using human flesh to craft them...
#471
Outdated / Re: [A13] Small Trait Pack
May 16, 2016, 11:33:36 AMQuote from: TheFlameTouched on May 16, 2016, 02:36:52 AM
This is why I'm asking for suggestions, I have a bit of time on my hands and I don't need sleep either :p.
Give me your life please, I need it for school ;_;
#472
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
May 16, 2016, 11:31:09 AMQuote from: Justas love on May 16, 2016, 11:00:09 AM
Ofcourse not, I backed up my save, but i already new it wouldn't work, because it adds a new skill to my colonists and it does break my ''work'' tab
I don't want to be rude, but some mods state that a new save is required because of stuff like this.
To be honest, I don't think a new skill would be needed since the crafting skill already exists... Since there is no minimum mending skill required to mend stuff (probably only to speed up the process?) the crafting skill could be used instead, as long as the creator of this mod does not want to go any further with the skill mechanics.
#473
Outdated / Re: [A13] Doh's Easy Agronomy
May 16, 2016, 11:25:41 AM
Thank you so much! I too know the pain of getting food fast in certain biomes. I have never played in icy biomes because of that, now I can start playing on new biomes
Plus, since these boxes are like "bad hydroponics" there is at least some balance, just like the new wood-fueled cooking table vs electric cooking table
Plus, since these boxes are like "bad hydroponics" there is at least some balance, just like the new wood-fueled cooking table vs electric cooking table
#474
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
May 16, 2016, 07:38:07 AMQuote from: kimesikRUS on May 16, 2016, 07:08:17 AM
How to reload?
when a pawn has a weapon equipped you should see a button named "Reload". If you dont see it something went wrong or you didn't install the mod correctly
If you see the button, there should be no problem and as long as the pawn has extra ammo in his inventory he should reload automatically when he reaches 0 ammo.
Another issue could be the weapon being loaded with one ammo type and carrying another type of ammo, I think you need to change it by right-clicking the reload button and selecting the right ammo type.
#475
Mods / Re: Hospitality isn't working, help!?!
May 15, 2016, 05:28:27 AMQuote from: SantaSam5436 on May 09, 2016, 07:39:57 PM
The mod hospitality isn't working for my Rimworld. I think it has something to do with GlitterTech, but I don't know. Can someone help?
What is happening (or not happening)? The mod should only show a new tab on visitors to do what the mod does. Is it not appearing? Are your colonists not speaking to the visitors? Explain your problem.
#476
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
May 14, 2016, 09:32:07 PMQuote from: Justas love on May 14, 2016, 09:17:50 PM
Is this compatable with rimsenal or any item adding mod?
Yes. I had no problems at all with this mod. I'm using Aparello and some weapons mods and all items can be fixed with this mod without any problem so far
#477
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
May 14, 2016, 11:24:48 AM
EDIT 2: Removed post.
Corrupted save caused the problem. Game does not like to install/uninstall mods on existing saves
Corrupted save caused the problem. Game does not like to install/uninstall mods on existing saves