4389 Long and peaceful like my ****
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.
Pages1
#2
Releases / Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
August 30, 2016, 12:43:56 PMQuote from: Ykara on August 30, 2016, 11:28:51 AMQuote from: matty491 on August 30, 2016, 08:36:44 AMI'm sorry to hear that. What exactly do you hate about this feature? Is it just that it now takes a few days before the prostheses work at their full capacity?
I wish it could be removed because using Prepare Carefully I now can't install any bionics straight off the bat :/
In fact I dislike this new edition so much that I'm gonna role back to A14 mod even if it gives me errors!
I think I'll do a modular solution for that feature, as there seems to be a diversity of opinions about the new systems.
Well how i normally play is I have one colonist, stark naked with maxed skills and maxed bionics (essentially a cyborg) I play on the highest difficulty on random with nothing to start with and I try to survive from there on out.
It's not that I dislike the feature, if anything it makes perfect sense in a realistic setting but because im going for a Deus Ex kinda vibe might I recommend either the modular choice or handle it the way Deus Ex Human Revoloutions (PC Game) handles it.
Essentially normal people have bionics (Augmentations) but they need to take a drug called Neuropozyne. The main character of the game has a gene which allows him to have these bionics without needing the drug.
I'm thinking there are three possible choices/options to handle this.
1. Make it modular so people who want to wait can wait.
2. Introduce a drug similar to the A15 malaria blocker that need's to be taken say every 5 days to prevent the rejection from occurring straight away or else the body will slowly roll back to as if the bionic was first installed and rejection needs to be built up naturally.
3. Introduce a new trait that means some pawns are automatically capable of having bionics without rejection.
Hope this feedback helps!
#3
Releases / Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
August 30, 2016, 08:36:44 AM
I wish it could be removed because using Prepare Carefully I now can't install any bionics straight off the bat :/
In fact I dislike this new edition so much that I'm gonna role back to A14 mod even if it gives me errors!
In fact I dislike this new edition so much that I'm gonna role back to A14 mod even if it gives me errors!
#4
Releases / Re: [A14] Glitter Tech v1.65 - New Surgery free version
August 22, 2016, 05:23:00 AMQuote from: Sam_ on August 21, 2016, 02:07:23 PM
This has been a point discussed often, so perhaps I should put a notice somewhere, Orion Corp are extremely powerful, yet not over powered because that implies it was not by design.
You tried to fight a late game faction instead of using your silver to make them neutral, or if they raided you before you had a comms console; you fought a well equipped modern army with a bolt action rifle and machine guns from three thousand years ago. This is intentional to encourage different tactics. What could you do to avoid getting annihilated next time?
You can lay traps, use a kill box, use other mods to assist or perhaps just hide in a distant cave while they burn your colony down, even if you have to sacrifice Joe, your cook with dementia and a bad back. This is intended to be a difficult experience. Another option I may suggest is reducing the game difficulty to basebuilder if the above solutions are not acceptable.
I'm sorry but if this is intended then I'm gonna have to uninstall your mod. With Orion corp being OP along with random people carrying APB-1 pistols and rifles being able to lay waste to a colony with a shooting skill of 2 then it's game over. I love everything else this mod brings but those weapons and that faction just don't add anything. They take away. Being a lone colonist, I ain't letting them burn my entire colony down after I put so much metal and work into it. It's such a shame their isn't an option to just disable or take out certain features of the mod but oh well.
#5
General Discussion / I killed my father XD
April 23, 2016, 07:32:06 AM
A new person joined my colony naked with a spear. I didn't pay attention to his social tab and decided to just harvest organs from him (got both eyes, liver, left lung and his heart!) turns out he was my commissars farther XD I killed his dad for his organs!
GG 10/10 would harvest dads organs again.
GG 10/10 would harvest dads organs again.
#6
Outdated / Re: [MOD] [ALPHA 7] Apothecarius Seven - HOTFIXERINO (11.10.14)
October 22, 2014, 08:35:06 AM
I just can't get this to work! I've got a fresh install on rimworld alpha 7. A fresh install of recipe nurse and apothecarius and it just will not work. I have the drone core in my stockpile zone, I have the hive control centre powered and a medical bed but I just can't install a drone core into a colonist. It doesn't recognise it.
#7
Releases / Re: [MOD] (Alpha 7) EdB Prepare Carefully (v1.2.2 - Updated Oct 8 2014)
October 19, 2014, 02:33:56 PM
Any chance on the next update to this incorporating bionics ?
#8
Bugs / Alpha 7 UI Bug
October 18, 2014, 01:27:38 PM
When I go into the structure tab and right click an object or wall to choose what it is made out of the tab disappears and when i try to access the structural tab for a second time it doesn't pop up and the whole UI disappears apart from resources in top right and list of architect options in bottom left. I am using standard rimworld but with mods, I tried to select metal embrasures and select a different material and this is when the bug occured.
Pages1