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Messages - Asfalto

#16
Is there a way to set a threshold for mending?

I want them to repair items only when they fall under X%

..
?
#17
Thanks man!
#18
THIS is the feeling textures need for mods!

Awesome.

PS: you should really redo all textures of Industrialization mod. Help eatKenny with his mod :D
lots of people still appreciate that mod, but i just can't use it because of it's completely non rimworld-like textures..

;)
#19
First: THANKS

Second: My biggest suggestion/request/plea is changing organ vats in something like a vegetable.
I mean: it would be REALLY cool to have them grow autonomously in 4-5 days in optimal conditions, and some "manutention" periodically.

?
#20
So it should trigger raids from GlitterTech, zombies, and so on?
#21
Ykara: so GlitterTech, this, and yours SHOULD be compatible (you just answered me on your thread they won't a can't be)

?
#22
I think this still conflicts with GlitterTech, since i can't install advanced bionics..
#23
Outdated / Re: [MOD](Alpha9) Expanded Mining (26/02/15)
February 26, 2015, 10:40:43 AM
Will try it, looks nice
#24
Help / Re: Hidden buildings
February 24, 2015, 05:54:35 PM
Quote from: Haplo on February 23, 2015, 03:33:49 PM
I've done this in the power switch mod. There are invisible power conduits that you can research.
They are normal conduits with a few changes. And.. They have a full alpha graphic :)

EH! I used a (h) hidden power conduits b4 alpha9, i just couldn't find them anymore with the search function in the forum to look up how to to them.

Was that yours mod too?

Btw, THX :D i missed your mod while adding all the new a9 ones ;)
#25
Since i use, on 100 doors, something like 95 glassdoors and only 5 vanilla, how can i add the feature to other doors?
#26
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.81
February 23, 2015, 02:50:51 PM
Yeah! will test it
#27
Cool story
#28
I don't recall if i did (or somebody else) notice this: traders, in last version, didn't "forget" your removed home regions. Meaning they planted tents where i removed home regions, maybe far away from my actual base (this influenced some of the mortar shots of besieging paties)
#29
Outdated / Re: [MOD] (Alpha 9) FixBone v10b
February 21, 2015, 02:38:36 PM
Is this compatible with other mods? (you know which ones :D)

Other medical mods..
#30
Outdated / Re: [MOD] (Alpha 9) Glassworks IIX
February 21, 2015, 02:22:53 PM
Thx, i learned something about it while trying to make the glass a "vanilla" object, but i missed something.. will keep trying as practice