People don't talk about this enough, so I couldn't find it. Skill decay at level 20 became a thing, so this mod is apparently now a must have!
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#196
Releases / Re: [A13] Mad Skills v1.1.4 - skill degradation begone! (07.04.16)
May 04, 2016, 04:17:39 PM #197
General Discussion / Re: Cassie is worse than Randy.
May 04, 2016, 03:57:21 PMQuote from: cultist on May 04, 2016, 09:29:26 AMQuote from: linkfanpc on May 01, 2016, 12:04:23 AM
I once got malaria in winter. Guess Ludeon don't know you get malaria from female mosquitos.
Space malaria. Any time things don't make coherent sense, put "space" in front of the issue. Solves everything.
"AAAH, MY SPACE ARMOR!" "We get it, you're from space"
#198
Releases / Re: [A13] Glitter Tech v1.44
April 30, 2016, 01:47:10 PM
Well, to answer, the AI chip definitely does replace. So there's that at least.
Also, DE surgery has a brain surgery option, so you could install that.
Also, DE surgery has a brain surgery option, so you could install that.
#199
General Discussion / Re: I know how to minimize Zzzzt.
April 30, 2016, 01:35:41 PM
What about using skully power 1x1 solar generators as wires? I've done that, more to maximize power grid than anything else, but still...
#200
General Discussion / Re: Cassie is worse than Randy.
April 30, 2016, 01:33:54 PM
Does the medication even matter for diseases?
Anyway, that's why I like the mods that add bionic organs. Glittertech kidneys and you practically don't need any medical treatment.
Also, Vaporisor, you can build in such a way that 1.you can't see your turrets from out of range, and 2.anywhere you can take cover, there's a big old Deadfall.
I remember a literal killbox I made once. I specifically built a building to deconstruct it and place a single wooden wall in the center to hold up a good chunk of roof. The plan was to collapse it.
...It didn't actually WORK, but still.
Anyway, that's why I like the mods that add bionic organs. Glittertech kidneys and you practically don't need any medical treatment.
Also, Vaporisor, you can build in such a way that 1.you can't see your turrets from out of range, and 2.anywhere you can take cover, there's a big old Deadfall.
I remember a literal killbox I made once. I specifically built a building to deconstruct it and place a single wooden wall in the center to hold up a good chunk of roof. The plan was to collapse it.
...It didn't actually WORK, but still.
#201
General Discussion / Re: Things I Wish I'd Known Sooner
April 30, 2016, 01:25:39 PM
Because of fire.
That said, I always build in stone when possible. I tend to have a few trash characters because you CAN'T REJECT PEOPLE, so I keep them on the stonecutting table.
That said, I always build in stone when possible. I tend to have a few trash characters because you CAN'T REJECT PEOPLE, so I keep them on the stonecutting table.
#202
Releases / Re: [A13] Glitter Tech v1.44
April 30, 2016, 11:23:08 AM
Don't implants actually replace the part?
#203
Ideas / Re: Shoe suggestion
April 29, 2016, 04:25:19 PM
How about boots, that negate 50% of speed penalties from terrain(read:snow and mud) but give a -.05, and sneakers, that give +.1 speed but only negate, like, 10%?
#204
Ideas / Re: Add 1 friendly AI core
April 29, 2016, 04:23:56 PM
I was thinking more to have it as a sort of player avatar. Hence the lose condition mention.
#205
Ideas / Add 1 friendly AI core
April 23, 2016, 09:43:54 AM
Basically, as a logical reason for why we should be able to order turrets and flip switches remotely, why not have the AI core from the ship crash on the Rimworld? Then, any systems said core is wired into can be remotely controlled, BUT it also gives a clear "lose" function--when it gets destroyed.
#206
Outdated / Re: [A12] Doge Storyteller!
April 23, 2016, 08:52:59 AM
I guess you can say you need to...
get the hell out of doge
get the hell out of doge
#207
Releases / Re: [A13] Miscellaneous w/o MAI+Robots (V 0.13.2 / 22.04.2016)
April 23, 2016, 08:46:20 AMQuote from: Canute on April 23, 2016, 06:52:29 AM
Just wait until these robots start a social rebellion and throw all these lazy humans out of their colony ! :-)
I can see that, if only because enhanced MAIs are passionate about everything and with all the research can do everything. Combine that with 100% mood, assuming everything stays permanently the same, and the only advantage humans have is bionics, and that's only if you have Glittertech, really, otherwise the mood GWS bonus combined with andriod outdoes it.
#208
Ideas / Re: Remove "wanderer joins" or revamp.
April 23, 2016, 08:43:29 AM
I would, however, want a "Wanderer Settles" event in case of colony wipe. Basically, they go, "Oh, hey, scrap stuff!"
#209
Outdated / Re: [A13] Enhanced Development - Jaxxa's Mods 2016-04-22
April 22, 2016, 11:17:13 AM
I'm saying to have seperate AND together, though. Update each individually, but also the pack.
#210
Ideas / Remove "wanderer joins" or revamp.
April 22, 2016, 11:11:43 AM
I'm sorry, but in a real colony, you can't just walk in and say "yo, I'm your new bunkmate". We should be able to review their characteristics and have the option to reject them unless we have no colonists. That's just how it is.
