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Messages - Entropy147

#16
Bugs / Unable to remove scyther blades
May 12, 2016, 01:23:50 PM
I originally put this on mod help as I thought it was one of the mods I had installed messing up the game, however, one fresh unmodded game later and the issue persists, the issue is that when you check the operations tab on a downed scythe even with intact blades, no option to remove them shows.
#17
Help / Strange problem with scythers
May 11, 2016, 03:21:07 PM
The reason this is in the mod help topic, is because I'm unsure if one of the mods I have installed is causing this issue, so, the issue begins when I down a scyther and one or both of it's blades are intact, when I look in the operations tab I can't see an option to remove any scyther blades despite them being intact. However, I don't believe any of the mods I have installed mess with scythers in particular.

EDIT: RESOLVED
even with a fresh game this issue persists
#18
No, I don't have any mods that mess with body part defs (to my knowledge that is), although this could be an issue on my side,

EDIT: Nevermind,  my mod order was screwed up (why do I always mess that up?)
#19
I'm not sure if this issue had been bought up yet, but anyways, I'm having an issue with ribs - I can craft them, but I can't install them as no option to install ribs shows in the operations tab.
#20
Ideas / Re: Social Based Traits
April 17, 2016, 02:20:17 PM
oh, that'll be because I've never had a colonist with the psychopath trait - oops
#21
Ideas / Social Based Traits
April 17, 2016, 12:49:07 PM
So in Alpha 13 (awesome update btw Tynan!) traits like bloodlust were changed so that they were more likely to start fights, and it got me thinking, in society some people socialize differently - allow me to elaborate, here are the traits that I was thinking of,

Introverted: Makes the colonist afflicted socialise less, and gives them a lesser buff for socialising, however, they have a lower chance of mentally breaking (-5 mental threshold)

Extroverted: The colonist afflicted is rather eccentric and socialises more, and derives more joy and a larger buff for it, however, they have a +5 mental threshold.

Mute: Any colonist with this trait will not socialise at all, or does it selectively, they derive no joy and sustain a mood debuff if they socialise.

Any other suggestions, ideas or constructive criticism would be appreciated
#22
Will this mod be updated to A13?
#23
I installed this mod on a late game colony that had researched everything except the ship parts, and the research part doesn't show up on a high tech bench - I'll look into it, it may be an issue on my side.

EDIT: Oh I feel like such an idiot, my mod order was a bit messed up
#24
there seems to be an error that stops me from researching the crafting table (I.E, it doesn't show up in the research que and creates an error in dev mode upon start up
#25
Out of curiosity, Is it possible you could add recipes to create the armour and shield, or are they meant to be a buy only item?
#26
Releases / Re: [A12d] Glitter Tech v1.0
April 08, 2016, 03:08:16 PM
Quote from: falconbunker on April 02, 2016, 06:03:53 PM
Is the re-ambulation pod actually only calibrated for males, or is that not true?
I'm not sure if the re-ambulation pod is a part of glittertech, but it's not true, it works for both genders
#27
Quote from: Grimandevil on March 28, 2016, 02:35:56 PM
Quote from: AllenWL on March 28, 2016, 04:56:33 AM
(I mean, 7 researches and 6 workbenches just for prostheses?)
i dont get it why every1 so mad about benches, u can place all of them in a relative small room, unpower and forget till needed.

and researches.. i dunno, i find most researches too fast anyways. colonists have to be busy with something..

Quote from: Ykara on March 28, 2016, 11:51:57 AM
I'm going to consider adding more "buy only" prostheses, if that's the thing that bugs you.
i like the way it works with Power Arms, when u can craft basic version, then upgrade it with stuff from traders.

of course the mod creator could always put the "buy only" prosthetics in the light version (just an idea to appease those that complain of too many crafting tables and that certain things shouldn't be craftable and those that think the exact opposite) and maybe add the recipes to the full version
#29
Quote from: beiltro on March 02, 2016, 11:53:55 PM
Does this mod allow for the creation and replacement of natural organs and limbs instead of synthetics?
No , it doesn't allow you to create natural body parts although it does allow you to install natural body parts like arms and legs
#30
Hi,
This is regarding the issue I found earlier, It's possible it's because I'm using an outdated version of rimworld (12c) and as it turns out I think I was using the mod version meant for 12d (oops)