The option for healing strangers without capturing them at all would be a great alternative. Add an "Allow strangers" option to medical beds that makes your doctors rescue anyone who is hurt, regardless of faction.
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#32
Outdated / Re: [MOD] (Alpha 7) Glassworks V.II
October 27, 2014, 10:04:20 AMQuote from: Rikiki on October 27, 2014, 04:31:10 AM
I noticed you may have forgot to update the research time (1500 is veeery long in Alpha 7 ).
As for example, I like using safety windows in prison cells. I can see what is doing my prisoner before opening...
I actually want the glass to take a while to get but be very quick to build with. But, yeah... The current research is a bit long...
#33
Outdated / Re: [MOD] (Alpha 7) Enhanced Defence: Phoenix Edition (Modular) - 0.07 - 17/10/2014
October 26, 2014, 03:13:26 PM
My brain turns "EMRG turret" into "Ermahgerd! turret".
#34
Outdated / Re: [MOD] (Alpha 7) Glassworks V.II
October 25, 2014, 10:46:17 AM
Updated for alpha 7. The new stuff-system doesn't fit me and I had some trouble with updating. Hopefully I have removed all errors.
#35
Outdated / Re: [MOD] (Alpha 5) Glassworks V
August 16, 2014, 10:17:43 AMQuote from: ITOS on August 14, 2014, 11:13:21 AMBorrowed a mobile modem and updated the mod to RW Alpha 6.
My ISP has decided that I shouldn't have any Internet so I won't update this for a while.
#36
Outdated / Re: [MOD] (Alpha 5) Glassworks V
August 14, 2014, 11:13:21 AM
My ISP has decided that I shouldn't have any Internet so I won't update this for a while.
#37
Outdated / Re: [MOD] (Alpha 5) Jaxxa Shields 0.03
July 12, 2014, 05:25:22 PM
It's a neat mod! Thanks for updating it. Really helps my empaths' colony.
I also didn't like the power balance for the small shield so having it easily modded via the defs is nice.
I also didn't like the power balance for the small shield so having it easily modded via the defs is nice.
#38
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
July 07, 2014, 05:26:07 AMQuote from: Roberius on July 07, 2014, 05:17:13 AMIt also steals meals from colonists while they are eating. Funny at first too but when you colonist are starting to starve...
The hauling droid very efficiently steals the metal off the droid construction table as my crafters are trying to build more parts was amusing at first watching the droid and my guy run back and forth, is now less so. Bit like tennis actually
Droids could use a manual shutdown switch?
Made some adjustments to the textures of the cleaning robot. When I got it in game it turned out quite large. Not sure how RW scales graphics.
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#39
Outdated / Re: [MOD] (Alpha 5) Droids v0.5
July 06, 2014, 02:33:03 PM
I've been looking at making an automatic cleaning robot myself. So far I've only made the graphics. If you are going to make a cleaning droid you can use these graphics if you want.
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#40
Outdated / Re: [MOD] (Alpha 5) Glassworks V
July 06, 2014, 10:02:27 AMQuote from: vagineer1 on July 06, 2014, 07:08:39 AMI have no plans for it. It is not difficult to do add variants for each wall material but it would clutter up the Architect tab.
Will there be wooden window frames in the future? Because right now a lot of my buildings are made out of wood and the metal window frame texture doesn't really fit with the wooden walls.
#41
Outdated / Re: [MOD] (Alpha 5) Glassworks V
July 06, 2014, 06:10:56 AM
Update for Alpha 5. Broken windows and glass doors now leave broken glass that your colonists will clean up.
#42
Outdated / Re: [MOD] (Alpha 4) Glassworks IV
June 30, 2014, 01:57:28 PMQuote from: knoedel90 on June 30, 2014, 03:13:44 AMYou wouldn't really need the glass for that. Once the roof is generated you can remove all walls except one bit. The roof will stay and protect the lamp from rain.
you can build a sunlamp in a 1x1 glass room outside with a power Switch. this is nearly the same like a greenhouse.
#43
Outdated / Re: [MOD] (Alpha 4) Glassworks IV
June 29, 2014, 09:51:01 AM
Update IV: Added glass door. Fixed windows blocking light.
#44
Outdated / Re: [MOD] (Alpha 4) Glassworks III
June 18, 2014, 12:07:31 PMQuote from: madpluck on June 13, 2014, 12:16:29 PMI only know how to set the windows to not stop light from lamps. Daylight is treated different in game and is instantly stopped by roofs, regardless of walls. The window have a "nice"-level beauty bonus.
So does that mean that the walls let in light during the day, therefore allowing for outside growing areas without a sun lamp, and it will negate the "darkness" penalty to colonists' mood? I'm a little confused about what the mod "does" exactly. If it's purely aesthetic, then do the windows have a "tiny" beauty bonus for colonists' mood?
#45
Outdated / Re: [MOD] (Alpha 4) Glassworks III
June 12, 2014, 01:49:38 PMQuote from: Encode on June 11, 2014, 06:53:05 PM
Thanks for Glassworks3! I made a little adjustment (again for my own use. ) when I was surprised there's no light going through etc. Here's what it looked like.
DERP! I set the <blockLight> to false but it wasn't working. Turns out there was another <blockLight> set to true further down that I missed. Going to fix that with the next update, I also want to add a glass door.
Connecting to other walls can look weird when done in a crossing. I don't know of a way to condition the wall to look different when connecting to different walls.