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Messages - PJB3005

#1
Unfinished / Re: [WIP]SS13 mod
April 03, 2015, 10:13:50 AM
doing chemicals actually seems like something quite complex in a game like rimworld, I mean you could do beaker items with chemicals in them, I guess, but you'll still need a way to make the chemicals useable (poison darts? grenades? syringes?)
#2
I'm also getting errors with the CS + GT only patch, only running EOPE, GT, CS, core, and Edb mod order.

2 red errors in the log on loading: "Could not find a type named biteablepawn"

Then attempting to make a world gives this: "exception filling window for rimworld.page_createworldparams: system.argumentnullexception: argument cannot be null. Parameter name: type"
#3
Ideas / Re: "Ignore Needs" order.
March 29, 2015, 08:45:19 AM
Chances are that if you're gonna make them ignore needs, you'll forget about them and they'll starve or something.

If you don't forget about them, then why can't you just manually prioritise them?
#4
Ideas / Re: Emergency Priority
March 29, 2015, 08:26:35 AM
I'm pretty sure prioritizing already does this
#5
Unfinished / Re: [WIP]SS13 mod
March 28, 2015, 06:14:24 PM
As an SS13 player: cool

Adding stuff like the singularity generator/SME/AME would be really cool