Quote from: notfood on July 30, 2016, 09:34:48 PM
No errors? Balance is good? I guess it's fine then.
i tried the easy mode zip on an existing mod and it didnt seem to work.
trying the other one mode.
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Show posts MenuQuote from: notfood on July 30, 2016, 09:34:48 PM
No errors? Balance is good? I guess it's fine then.
Quote from: Acruid on April 08, 2016, 12:09:53 AM
I don't know about Wastelander's version, but I forked my own version of the mod since a11. I am in the process of updating it still, so it still may have bugs. Feel free to download the alpha build below.
I removed the Mend worktype, and made the table lowest priority for the Crafting job. This lets you add the mod to existing maps, and won't break the work priority interface. I remade the ITab and Jobdriver to support more options, and you can suspend the table if you don't want people to use it. ATM radius might be bugged, and it might throw errors if there is no empty storage space for the item. The pawns crafting speed effects how fast the item is repaired, and the pawn gets crafting XP for every HP he repairs.
Feel free to offer any suggestions or feedback.
Quote from: Syther24 on April 07, 2016, 04:46:40 PM
any news on a alpha 13 update for mending?
Quote from: Tynan on March 20, 2015, 06:36:15 PM
Hey all. Knowing what res people play at will help me make certain design and tech decisions. If y'all could hit the poll it'd be great.
Quote from: Jaxxa on March 01, 2015, 05:39:09 PM
FYI about the personal shields. They are now using an gear object that must be equipped (you can get it for free from the Colonist Upgrade Station). But apart from that should function as they did in the previous version of my mod for the previous alpha.
They will block all damage, can be used with guns, but must be recharged by going to the station.
Quote from: Vexare on February 24, 2015, 11:30:27 AM
Some good suggestions here to ease the micromanagement issue with clothing. Personally I like the addition of clothing wear and tear but like others, I need a better way to manage it and know when colonists are going to need new stuff. It's not a big deal if you're playing a very small colony of just 3-6 members to keep track of them individually, but when you start building larger colonies of 15 or more, it does become a real chore on top of all the other things you're trying to juggle.
Edit: Not to take it off-topic but would be cool to have a 'recycler' of some sort that can recyle tattered clothing rather than just burning it in an incinerator. The recycle machine could handle other items (nearly broken weapons etc) and spit back out bits of metal, plastic or cloth that could be reassembled into larger quantities as it accumulates.
Quote from: Tynan on February 23, 2015, 01:37:34 PM
I agree with the OP. But to be clear, it's not deterioration that bothers him; it's micromanaging the results of that. Right?
Anyway, I responses to this same complain on reddit. Have a look see: http://www.reddit.com/r/RimWorld/comments/2wlavo/clothing_degradation_do_you_like_it_or_no/cos8q3v
Quote from: Jonesh on February 22, 2015, 05:47:51 PM
This is how the freezer in question looks like now, I tried building the outer wall as insulation when I was experimenting with venting the coolers inside. That many coolers and not venting outside had the temperature at about -5 to -10 celsius when it was about 30 degrees outside. Opening up a roof tile made the coolers easily reach the target of -19 celsius in the same weather. Question is, does the wall help insulate now as well or is it just going to be decoration?