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Messages - oronnoro2

#16
Quote from: Dave-In-Texas on April 27, 2016, 12:15:06 AM
poor mod developers.. they make one big mod and users whine to get it in pieces.. make it in pieces and people want it in one big mod..

Alright, or don't. =P

But I never asked to make it one big mod tho, just to place everything in a folder.

Would you like me to demonstrate what it would look like? ~ Sarcasm


-------------------------------
Jaxxa,

Please do what you want, I was merely asking for your mods not to be combined into one but, have them all in one folder (easy drag and drop). I do not mind downloading them at all, however, out of all of them I only skipped 1.

I cannot imagine the amount of free time you have given to the mods you have created and the dedication you have put to keep these mods up to date so I thank you, thank you. As I do not know how to create mods, I am very much grateful for having you in the community.

If you feel like keeping the mods separated is the best option please do not feel like you owe me or anyone else anything.

Again, thank you, and please, take what I have requested as a suggestion and nothing more.

Thank you,
Oron
#17
Not to sound like a parrot if this was already asked, could you please combine all of your mods into a single folder? Ill be downloading most of them because I quite like your mods and would like the convenience.

Thank you,
Oron
#18
That's fantastic, thank you very much =)
#19
Mods / (SOLVED) Stop degradation on some items.
April 21, 2016, 08:27:15 PM
I created a good amount of artillery shells for sieges and poison ships, however, by the time I realized that the shells have an expiry date it was to late and I lost a good 40 shells or so (not that I know of any good way to preserve them anyways).

I understand this is part of the game, but for the shells to degrade within a few months is quite short, to me anyways.

Items like the artillery shells or the medicine (not sure if medicine is supposed to be first-aid) should have a good amount of years before they degrade, or not at all.

Thank you,
Oron
#20
Quote from: erdrik on April 21, 2016, 04:07:55 PM
It would be great if we could craft a crutch.
It could count as a melee weapon so it simulates an inability to properly use ranged weapons, but also act like a peg leg so the pawn equipped with it can walk.

Then its just a matter of adding a new job that forcibly equips the crutch for the patient.
(since the patient can't move to get it)

Well, you can craft the peg legs, you probably know this already. The problem is you cant do anything medical to guests which is not the best idea. I'm sure if you could and succeed the faction would like you more for it or maybe even allow the guests you save to join you if you accept him.

I also agree with the crutch idea, its not surgery and it would allow the guest to walk back to his base.
#21
Good thing I didn't load my game yet and his still in bed, to bad winter is coming and I didn't install any heaters for his side of the area. The question now is, will I do anything about that.

haha... ha... muhahahaha...

Ya, I'll probably install heaters...
#22
Ya, I saw the option to stave them... The poor colonist lol, cant treat him or kick him out, gotta kill him. A well, haha. Thanks for the help =)
#23
I've rescued some traders that got attacked by elephants. Problem I'm having with these guests is that one of them has no leg and the other just wanders my halls (she might also snap soon).

I cannot perform surgery on the guest to help him and I cannot ask them to leave, also, I cannot build guest beds to have them calm down or rest. So what are my options? Kill the guests and lose on reputation with that faction?

Thank you,
Oron

Edit:
Alright, the guest who was roaming my halls left. Still need a way to help the other.
#24
I'm a little lost as to where the download link is for A13? The thread says its for A13, but the download is for A12. Is the download that says A12 work with A13 then, and thats what you download?

Edit:
Alright, the download that says A12 at the bottom of the OP post does work. =P
#25
Thanks for the reply fellas, Ill have to build the generators then and go from there.

Thank you,
Oron
#26
The output does go up, sometimes to 100% and that's so absurdly random that the 5% most of the day is just common. They are unbelievably useless, which is quite sad to say right now.
#27
So, I've got myself about 4 solar panels and 2 wind turbine. The 2 wind turbine hardly work. I have the WT build where there is no obstacle or trees in its way (I built a wooden flood under them).

I understand how WTs work, however, I hardly get maybe 5% of the WT power most of the day, along with how many eclipse the game throws at me, well, lets just say I'm not surviving winter.

Is it posible to get 30-50% of its power is I place it somewhere else maybe?


http://postimg.org/image/54d23m6gp/ - This is the TW location.


http://postimg.org/image/44vm8qjp7/ - This is the general area I have the TW in.


I appreciate any help or clarity if this is normal in Rimworld.

Thank you,
Oron

EDIT:
Just realized this is in the wrong forums, can a mod please move it to the appropriate forums, thank you.
#28
I would love to have this updated as well. Thank you for creating this mod. =)
#29
Amazing mods, thank you =D
#30
Outdated / Re: [A13] DE Surgeries v1.02
April 16, 2016, 04:53:17 PM
This mod looks quite interesting, Ill have to try it. Very well done. =)