Hey just want to ask will this be 2.18 or just bring 2.17 up to alpha 9?
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#32
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
March 11, 2015, 07:49:47 PMQuote from: Tericc on March 11, 2015, 03:44:00 PM
Im curious about what u guys do in the mid late game with the zombies?
Back in alpha 7 I had hordes( i mean the shambling mass that could be felt before it was seen or heard kind of horde.)
And it wasnt one now and then it was a lot of them.
My question is.. what do u do with all those bodies??
I had such a hard time getting rid of the bodies before the next horde arrives..
Other Mod's....... I have one mod that has a crematorium droids https://ludeon.com/forums/index.php?topic=7380.0 . I send it out and it auto burns the body's. It will strip them to or I can turn that off and just burn them down. I also have two mods with turrets in them. One of the turrets has rounds that set them on fire https://ludeon.com/forums/index.php?topic=6895.0 . I have a kill box set up to let them burn with no damage to any of my stuff. So yes I use other mods to get rid of the zombies body's. But after all if I am going to run one mod like the zombie mod there no reason not to run 48 other mods as well.
BTW I would find some way to get rid of them with the vanilla game as well but yes it much harder. Maybe molotov cocktail aimed at the ground(if they can do that). Or build 2 or 3 crematorium right near your killing zone(under a roof). It just take a bit of thought and things you did not think about can be used to do the job.
#33
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
March 11, 2015, 03:22:26 PMQuote from: Zeni on March 11, 2015, 07:45:38 AMAre you getting with in the first day a note on the right side of the screen the zombie virus is active?
I made a new world aswell but still no zombies showing up hmm
You might also if your not using it get EdB mod order mod. https://ludeon.com/forums/index.php?topic=7454.0 It can help you move it around in the mod list if your running with more then one mod. Some mods cross each other up and the one first put in will take over. I for one am not to good with the mods my self but I have had no trouble using the zombie mod.
#34
Releases / Re: [MOD] (Alpha 9) Miscellaneous w MAI (V 1.9.1 / 28.02.2015)
March 11, 2015, 02:52:02 AMQuote from: Rock5 on March 06, 2015, 12:18:46 PMIt dose not eat but it seem it dose drink like a fish. LoL lock up your beer the drunk robot on the lose. It would be nice if it gave the MAI some power but it at best funny.
That's strange. I thought MAIs didn't eat.
#35
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
March 10, 2015, 11:37:10 AM
Nice to know your still working on it. We so need more 40K mods.
#36
Outdated / Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
March 09, 2015, 05:50:56 AMQuote from: Canute on March 09, 2015, 03:53:17 AMThat what we were talking about few post up. I billed base lock that use a pawns by name to do the work. So as you set the billed and what you will use to make the item or do the task you can pick a pawn of yours by name as the only one to work on the item.
[quote ]Quote
About Skill locker.
Like i wrote it previously, it is a very helpful mod.
But is there an option/way to set a table or bill exclusive to a special crafter ?
Sometimes there are 2 crafter with the same level but different equipment, one should do the bill's with fixed results (bills they just give 1 item) and the other do the bill which his eff. goes into the result.
But as Wastelander point out it do able but it a lot harder to do. Skill lock was a easier way to make it work. And much better then not having any thing at this point.
#37
Outdated / Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
March 09, 2015, 05:38:57 AMQuote from: harpo99999 on March 09, 2015, 05:05:21 AMI agree They only show up on the colonists and any one you have taking as a prisioners. I do think the icons show up on allies you have rescued but I might be wrong on that. But it dose not show up till they are under your control if it dose.
from my limited observations, the pawn state icons only show up for the colonists and prisioners, not for attackers or visitors/animals
#38
Outdated / Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
March 09, 2015, 01:54:41 AMQuote from: MarvinKosh on March 09, 2015, 12:28:09 AMAh I did not know that. My pawns still whine about frayed apparel at the 56% damage level. Thats how I noticed the parka in the first place.
The threhold for changing (and for the 'frayed apparel' thought) is 50% so those cloth parkas they are wearing are considered to still be okay.
#39
Outdated / Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
March 08, 2015, 11:51:21 PM
Do you know if the outfitter mod work with other mods like Apparello? It has a lot more clothing then the vanilla game has. I have been using bother mods but seem like my pawns are not changing out better clothing. I have about 7 good cloth parkas in a indoor beacon room. They are not marked and they are all mended to a 100%. But my pawns have good cloth parkas at 56% and they are not changing them out. Could it be because they are different colors? Or could it be do to other mods like Apparello?
#40
Outdated / Re: [MOD] (Alpha 9) Mechanical Defence 2 (Update 5 + Update 6 beta)
March 08, 2015, 11:13:14 PMQuote from: jabbamonkey on March 08, 2015, 10:59:58 PMYep I to am running Pawn State icons. I get a red crutch on all droids. The red means immobility but the droids are moving just fine. I also get the naked and have no weapon icons even for droids who do not use weapons. I am not sure if this is more of a thing with this mod as much as it is with the Pawn state icon mod? But I agree it is there.
Noticed a minor bug when combine with the Pawn State mod.
All of the droids have a "crutches" icon next to them. The crutch icon means the character is "ineffective". It doesn't affect the gameplay, but the crutch icon appears next to EVERY droid. Just a little irritating.
#41
Outdated / Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
March 05, 2015, 07:30:44 PMQuote from: Wastelander on March 05, 2015, 03:37:44 PMYep I use a lot of mod's and this dose not work with there table. And putting it in the billed would fix it so it would do that. But it real is no big deal the main one I will use it with is the cooking table. And a few other in the vanilla game. So it works out nice.
Oh, alsoQuoteI had some idea about put it in the billed. So only some pawns could use the set billed
If this feature was in core, I'd definitely put it in the Bill config dialog screen, not per-table. But looking at what it would take to mod in, it looked possible but it looked like a big pain, so I did it per-table instead.
If Tynan wants to incorporate a feature like this into the core game, I'd be happy to whip up a little suggested implementation.
Edit: Opps I am wrong after last night and the first time I used the skill lock mod. That most of the tables from other mods had no tab for the lock . But went on tonight and they now have a tab so that most have been just need a reset to the game.
#42
Outdated / Re: [MOD](Alpha 9) Wastelander's Minor mods: Skill Lock (Building skill filter!)
March 05, 2015, 03:22:16 PM
I was going to started a suggest post about some way to limit who can use a station. I had some idea about put it in the billed. So only some pawns could use the set billed. But your skill based work station a much better idea then I had. All 3 of the mod's you have here much like EdB mod's are going in to my I need to play the game list of mod's. Good job I hope the skill base mod ends up in the vanilla game.
#43
Outdated / Re: Fix Geothermal And Solar Generators
March 05, 2015, 05:50:32 AM
One side note not good or bad. But your pawns will now walk right over the Geothermal and solar generators. Where before they would have to walk around them. But that is a fare trade for now then not being able to put out fires in the middle of ether of them.
#44
Outdated / Re: Fix Geothermal And Solar Generators
March 04, 2015, 07:26:00 PM
nice way to fix the simple things. Great idea.
#45
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
March 01, 2015, 09:07:56 PMQuote from: kelwyn on February 27, 2015, 05:17:32 PMSame thing replicators just come on to the map and sit there. I have to go hunt them down. It has happened every time they come on to the map even drop podding in sense this mod move up to Alpha 9/
Are replicators meant to just sit there and do nothing? I tried disabling all other mods and they still just sit there.