Just wanted to point out, you have the same exact screenshot of Sissy's new prosthetics posted twice.
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#61
Releases / Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
February 19, 2015, 08:42:36 PM #62
Bugs / Re: [W|0.9.722] Chronological birthdate perhaps a little too loose
February 18, 2015, 11:04:08 PMQuote from: tommytom on February 18, 2015, 08:36:56 PMThe game starts on Jan 1 5500 now, so each colonists ages match up to that clock.
I'd say intended? Kind of.
He is medieval and now he is futuristic. He was in cryo for 3000+ years.
The problem is it says he was born 2030, so that would mean "medieval" is 2030 and the game takes place 5030+.
Nothing wrong with that if medieval is the era for his world in 2030.
I haven't even looks at text like that, but do other colonists have the same timeframe? Like the game is set in 5030+?
#63
Ideas / Re: So Alpha 9 is officially out after strenuous testing! What should Alpha 10 have?
February 18, 2015, 05:02:12 PM
Random events that drop some technology from the ship that went down, which then allow us to reverse engineer it. The tech that falls doesn't even have to be usable, but it's something to give the research table a bit more love rather than just sitting it at all day.
#64
General Discussion / Re: Raiders need to steal :)
February 15, 2015, 10:07:24 AMQuote from: TheSilencedScream on February 12, 2015, 11:58:19 PMCan even go the extra step and couple this with the tales system, so it says like "Blue lost her leg in the battle of December 12th, Year 1"Quote from: litlbear on February 12, 2015, 05:53:37 PM
they should rescue fallen allies, why only take ours?
This. Wow, I never even thought about it (no sarcasm), but it'd make sense that they try (sometimes, at least) to save their own. It'd probably be a lot of extra effort, but it'd also be interesting to see their injured returned with peg legs/bionics/missing limbs/scars, etc depending on their previous injuries.
#65
Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
February 15, 2015, 09:21:32 AM
Had a failed colony last night that was utterly wiped out by tribes people, inside the colony was a lone droid sitting crafting combat droids to be sent out the front door. Eventually he to died, leaving the colony to just a single pyschopath who then proceeded to repel several raids by himself by camping out in the ruins.
This just proves that a multi-stage defense system pales in comparison to a nut with a gun.
This just proves that a multi-stage defense system pales in comparison to a nut with a gun.
#66
General Discussion / Re: Tactics
February 15, 2015, 12:50:41 AM
I find connecting your kitchen/freezer combo to your prison, and then an inside grow operation just under the kitchen which keeps the hoppers full at all times.
#67
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18t[Mods for immersion update!]
February 12, 2015, 04:51:45 PM
Even if you aren't building them yourselves and just taking them off either traders or enemies, the only enemies that wear them seem to be the cybernetic guys, and if you can kill them and withstand their raids then you probably deserve the armor. And if you can buy enough off traders, you are obviously making some serious money.
#68
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.14t[Added M&C. Force Field and Alert Speaker!]
February 11, 2015, 12:38:03 PMQuote from: Epyk on February 11, 2015, 10:48:40 AMI thought you could make Hyperweave from the cyberneticsStorm Mod?Quote from: Feniks on February 11, 2015, 09:14:46 AM
Is there any way in this mod pack to make hyperwave?
Unfortunately, no.
#69
Outdated / Re: [MOD] (Alpha 8) Combat Realism v.1.0.1 (30.01.15) HOTFIX
February 03, 2015, 05:12:15 AM
Mortars are vicious, had two slam deep into the center of my base and completely shredded several colonists, my doctor was hit and lost her entire left side. Ended up having to fight it out amongst my ruins, only for my last colonists to go berserk and punch a muffalo for mutual assured destruction.
http://i.gyazo.com/fdf746c80b95879837445190abdb67f4.png
http://i.gyazo.com/fdf746c80b95879837445190abdb67f4.png
#70
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.11o [Apparello added!]
January 31, 2015, 10:57:38 PM
Awesome, you're the man!
#71
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.11o [Apparello added!]
January 31, 2015, 08:54:13 PM
Any plans on adding the combat realism mod?
#72
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.08i [Thingamajigs update!]
January 22, 2015, 12:43:14 AMQuote from: Verticalphase on January 22, 2015, 12:16:00 AMThe laser drill is already included in the pack.
It's just a suggestion, but I was wondering if you could add the Laser Drill from Enhanced Defense: Phoenix Edition, so we could dig our own steam vents.
Here is the link to Enhanced Defense: Phoenix Edition: https://ludeon.com/forums/index.php?topic=6636