Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - FridayBiology

#136
Outdated / Re: [A12d] Enhanced Animals Tab
September 07, 2015, 11:48:56 PM
Awesome work mate. Same as Tekuromoto renaming would be nice though not needed.

Using it for my current letsplay and will let you know if it has issues with other animal mods.
#137
Outdated / Re: [A11] Darkness
September 07, 2015, 09:36:39 PM
is this mod still being worked on for Alpha 12c?
#138
Mods / Re: [Mod request]: Tamable goo(slime)
September 07, 2015, 12:23:42 PM
#139
Mods / Re: [Mod request] Predator Bird Cassowary
September 07, 2015, 12:23:03 PM
actually a decent idea. could have colonist awareness of danger based on hearing and sight. So that some avoid the area of attack and some don't.

...script wise it'd be a fawk load of work.
#140
Mods / Re: Kinda gory idea ...
September 07, 2015, 12:18:58 PM
Head on a pole - object.
requires humanoid body and wood/steel to create.
once made object causes a colonist debuff on sight called "horrible act".
negative happiness and possible break is attacking colony.
#141
Mods / Re: [Mod Request] Auto-Butcher
September 07, 2015, 12:16:07 PM
What about setting a age limitation to "not kill" via butcher bench.
maybe a slider from 1-30 years. should you get a animal over that limit you kill it
if you get animal under that limit you kill it also. (to remove bomb rat babies)
#142
i'd like to see wooden armor/breast plate to help prevent forward facing damage but, slows movement. As an early defence garment that could be constructed at a work bench/tailor bench.
#143
early hunting and hauling skill would be cool, though would like to see high animal level requirement for ownership.

also i feel they need to be active late afternoon to midnight ish. and just sleep the rest.
#144
options

1) make male animal zone (kill off older males as required) and female animal zone
2) make burgers :P
#145
Ideas / Re: Your Cheapest Ideas
September 06, 2015, 09:55:01 AM
Animal sickness event - animals gain "sick" health tag, meaning that if you then kill and butch that animal the meat produced will be set to rotten.
Over time (few days maybe) the animals would get better, removing the health tag.

this would be to teach player to pick their hunted prey.
#146
Ideas / Re: Trenches!
September 05, 2015, 09:17:45 PM
there are mods that allow trenches ingame already. i suggest you check them yourself for the one you want.
#147
Outdated / Re: [A12] Factions - Thar be pirates! (01/9/15)
September 05, 2015, 09:16:26 PM
Pirates with Advanced Intelligent Parrots that can haul 2 items :3
#148
Ideas / Re: Suggestions wanted: Animals!
September 05, 2015, 09:15:24 PM
Raider usable pets - battle pig and warrior chicken.
> maybe stick with allowing attackers the ability to sometimes have animals
> Change that chased colonist event to colonist's following raider group having blood hounds or animals for tracking...
#149
Outdated / Re: [A12D] eXTech & eXPets (1.45b)(04.sept)
September 05, 2015, 09:12:17 PM
what about frost and fire based flan/slime.
> its abit strange but, can we mod animals to provide cold/heat? as surely ice sheet animal would be a fire flan/slime to help early survival.

Also would like King Slime event. King Slime being a raider with enemy tamed slimes as i'd like to see raiders using pets but thats not happening at the moment :P
#150
General Discussion / Re: RimWorld change log
September 05, 2015, 09:08:07 PM
Quote from: akiceabear on September 05, 2015, 08:10:01 PM
QuoteCan't wait till it's done, it's gonna be fucking amazing.

I hope its never done! :)

alpha additional features forever :3