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Messages - pktongrimworld

#211
actually, the current system makes sense.


your initial colonists were the ones that made to it the escape pod on time :P
#212
woot.


Well, lasers are precise...so....

kind of redundant lore wise :P

maybe a "high power Laswer Cannon" or something.

but you wouldnt use that against people... hint hint.
#213
wonderful.


yah, was disappointed when rikki decided to not make the deepdriller anymore.

but glad someone else did it!
#214
the simplified verison dll replaces the one in mod in the pack right?
#215
Quote from: Canute on December 31, 2014, 03:47:26 AM
Did you change anything with the explode trigger of the MAI ?
I forget to build a recharge station for the 1. MAI.
And the MAI was active for about 3 days, needed serious rest. But beside a -20 exhaused mood, nothing happen. I remember at the past the MAI's explode when their batteries was empty.
Since MAI's are androids the -20 don't affect them much.


They explode when incapacitated.

*even when all parts are yellow, which bugs me, cause you cant tell when thats going to happen in combat*
#216
Erm, is there a way to mod out the self destruct of MAI?
(I have been digging in the defs, but cant seem to find the line to remove selfdestruct... only thing I can do is add half a dozen zeros which delay the incap till bam! half your colony is dead)

I love using them, but I hate the self destruct with a passion.


edit: I once have 7 MAI chain explode.... my entire colony defending got killed.

#217
not having a problem with lag.
(but then again, my comp is a high end gaming rig...)

but... we want lasers!
#218
Any chance your laser guns get an upgrade?
#219
Any fix on attaching normal human parts yet?


*still waiting on ways to attach all those harvested limbs from prisoners onto my pirate frontline conscripts*

*god knows I aint giving those guys the good stuff.


edit: woot, nvm they updated extended surgery!

WOOOT