Quote from: Love on December 21, 2016, 01:45:54 AM
Recompiled Clutter Structures for A16 Release. Barely tested so please report any bugs.
https://mega.nz/#!n1ARnBDK!N4r1nh4RBhA8XoP-M3AORvmqEbBeQRWf4YjnR8hFVD8
Woo!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Love on December 21, 2016, 01:45:54 AM
Recompiled Clutter Structures for A16 Release. Barely tested so please report any bugs.
https://mega.nz/#!n1ARnBDK!N4r1nh4RBhA8XoP-M3AORvmqEbBeQRWf4YjnR8hFVD8
Quote from: jecrell on December 17, 2016, 01:36:51 AM
These mods are nearly required for the Call of Cthulhu mods. Realistic Darkness is amazing, friend.
I must commend you on this stellar work.
Please do update it for A16 if you could, my good sir / madam.
Quote from: Orion on March 13, 2016, 04:07:13 AM
Breaking down is not the same as "dying". It just means they temporarily stop for a few seconds and continue from there. It's the best way I could think of to nerf their ability to work day and night, without requiring... well.. anything in return for it.
I guess bots repairing bots is acceptable, although probably that would then need to be balanced with something else. Like requiring spare parts for repairs.
Quote from: jayman123 on March 12, 2016, 05:51:56 PM
OK so when i download a mod from the drop box the mod i not in compressed folder liker other mods and i don't know what do even if i put it in the
mods folder nothing happens i even made me a drop box account to see if that would fix it and nothing happened. help
Quote from: Grimandevil on March 12, 2016, 03:51:15 PMQuote from: Beathrus on March 12, 2016, 03:04:06 PMthat is actually a really good idea. bots that repair bots. (unless the ocasiaonal "who will repair the repairer"
Or set like, another bot to just 'repair' duty. Maybe a flame bot, modified to be a repair bot.)
as for me, i usually have Haplo's MAI set on repair duty.
Quote from: Orion on March 12, 2016, 06:06:05 AMQuote from: Agalyon on March 09, 2016, 01:09:42 PMAnything to do with Mechanoids.
What kinds of things would this mod conflict with?Quote from: Beathrus on March 10, 2016, 02:15:06 PMI think not. But they're pretty fragile to begin with. They move around the most and have the least hitpoints. So I hope you have someone on repair duty
Quick question, I use the 'Haul' mod, that allows things to haul using carts... Would that cause the Crawlers to deteriorate faster? Because.. These guys break extremely fast, like... I have had a few up and running for a in game day now, and they already have a 40% crash chance.
Quote from: Toragor on March 10, 2016, 04:25:20 PM
Ok I have a problem. I rescued a visitor after a scyther attack, poor guy lost a leg, but now I am not able to opperate him to give him a peg leg, since no guests have the operation tab under health. So now Im stuck with him in the medbay. Only way to get rid of him is to successfully recruit or kill him ... I thought it was possible to operate guests in vanilla. has this been disabled by this mod?
Quote from: sadpickle on March 07, 2016, 10:26:23 AMQuote from: IkeaSwede on March 07, 2016, 09:58:37 AMDoes anyone even use melee combatants? I know there are shields but they only delay death by a seconds if there's any sort of formidable group. I find melee fighters can't be used offensively unless you want them to wind up as a pincushion. Ditto for hunting, of course.
Yeah, being able to equip everyone with knives + ranged would nullify the idea of melee combatants, which the game is based around having.
Melee combatants are sort-of effective for me as backup if the raiders can reach my shooters, but if they get that far odds are the colony is doomed.