yoink
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.
#16
Outdated / Re: [A13] Skullywags Power mods - PowerCell, MiniSolars, StuffedPower
May 03, 2016, 04:45:00 AM #17
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
May 03, 2016, 02:32:03 AM
i wish there was a way to use this, but without the ammo addition, anything possible? 
nice mod, liking it a lot, it makes provisioning too much of a chore though with ammo and instead of 3 shotting a raider they stand around blinking "out of ammo".

nice mod, liking it a lot, it makes provisioning too much of a chore though with ammo and instead of 3 shotting a raider they stand around blinking "out of ammo".
#18
General Discussion / Re: Ridiculous combat suppliers?
May 03, 2016, 02:27:19 AMQuote from: b0rsuk on May 02, 2016, 02:02:08 PM
I find it strange that no amount of shooting will make a weapon degrade slightly. Your starting survival rifle will last you an entire game unless you suffer an explosion or similar accident.
while at the same time conversely being stored in an outdoor stockpile can disintegrate to nothing any material known to man.
#19
Ideas / Re: The biggest outstanding gameplay issue is.....
May 03, 2016, 02:14:19 AMQuote from: b0rsuk on May 02, 2016, 04:04:43 AM
Hunters can even walk into your deadfall traps in the open!!
well IRL don't a lot of hunters put a circle of pebbles around a trap so other humans can spot it? traps are typically hidden by nature.
#20
General Discussion / Re: What are the best animals for what reasons?
May 03, 2016, 02:10:18 AM
i thought i was being really smart the other day, then i realized bears have only intermediate intelligence in rimworld....
they really need to fix the intelligence levels, bears are freaking smart.
they really need to fix the intelligence levels, bears are freaking smart.
#21
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 03:32:34 AM
that's got it after i saw your edit, thanks a lot, game modding in general always reaches the point of wondering why i bothered at mod order, if only there was a way to test all mods at once and work out the mod order without failures instead.
#22
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 03:24:41 AM
sure thing:
http://pastebin.com/Rc2CH4JW
http://pastebin.com/Rc2CH4JW
#23
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 03:01:24 AM
i haven't started it in developer mode so i'm not sure about the debug menu, but there are no errors in the console like i recall seeing before that you can open, the output log: http://paste.ubuntu.com/16186076/
#24
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 02:26:35 AMQuote from: Too-DAMN-Much on May 02, 2016, 01:48:50 AMQuote from: Lumaan on May 02, 2016, 01:19:24 AMQuote from: Too-DAMN-Much on May 01, 2016, 11:45:47 PMYou need a few compatible patches to get all the map generator to work together.Quote from: Dagothra on May 01, 2016, 10:36:36 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.
no change.
https://ludeon.com/forums/index.php?topic=3612.0
Just under the downloads you'll find "Patch for Misc. MapGenerator + EdB's Prepare Carefully" and you need the "Veg Garden Seeds Add-on for Prepare Carefully Download!" from https://ludeon.com/forums/index.php?topic=12934.0
They needs to be activated after the main ones.QuoteEdBPrepareCarefullyThat will fix your problem
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
thanks!
disregard, still no change after trying it.
#25
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 02, 2016, 01:48:50 AMQuote from: Lumaan on May 02, 2016, 01:19:24 AMQuote from: Too-DAMN-Much on May 01, 2016, 11:45:47 PMYou need a few compatible patches to get all the map generator to work together.Quote from: Dagothra on May 01, 2016, 10:36:36 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.
no change.
https://ludeon.com/forums/index.php?topic=3612.0
Just under the downloads you'll find "Patch for Misc. MapGenerator + EdB's Prepare Carefully" and you need the "Veg Garden Seeds Add-on for Prepare Carefully Download!" from https://ludeon.com/forums/index.php?topic=12934.0
They needs to be activated after the main ones.QuoteEdBPrepareCarefullyThat will fix your problem
.
.
Miscellaneous_MapGenerator
.
.
Vegetable Garden 3.6a
.
"Patch for Misc. MapGenerator + EdB's Prepare Carefully"
"Veg Garden Seeds Add-on for Prepare Carefully Download!"
thanks!
#26
General Discussion / Re: What are the best animals for what reasons?
May 02, 2016, 12:23:18 AM
i purchased two flatscreen TVs (1k each) and other goods last time a trader who would buy chickens showed up, i had a couple hundred and made 4k silver total i believe in currency and trade.
at the same time i only kept one hen and one rooster and i wouldn't be surprised if they took over a second time, but they do help feed the three cougars at that point.
at the same time i only kept one hen and one rooster and i wouldn't be surprised if they took over a second time, but they do help feed the three cougars at that point.
#27
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (Update on Alpha 13 Progress: 23 Apr 2015)
May 01, 2016, 11:45:47 PMQuote from: Dagothra on May 01, 2016, 10:36:36 AM
I don't know about the rest of it, but Community Core Library definitely needs to come before the Vanilla Tweaks in the load order.
no change.
#28
Ideas / Re: Grass can spawn on its own from soil/rich soil
May 01, 2016, 11:25:34 PMQuote from: b0rsuk on April 29, 2016, 04:45:59 AM
You can also increase the seed travel range, I believe currently it's about 3 squares which is why it works so slowly.
wild animals could "carry" seeds around in their inventory which have a timer that drops it at the end.
#29
Ideas / Re: Remove "wanderer joins" or revamp.
May 01, 2016, 11:22:51 PM
wouldn't this be very easy? prisoner delivery service? free vetting first? no extra charge?
YES, PLEASE!
YES, PLEASE!

#30
Ideas / Re: What a colonist can do should DETERMINE his joy activities
May 01, 2016, 10:17:12 PM
-1 it's already severely unbalanced the amount of colonists incapable of some type of work, i got news for you, if you're incapable of anything you're food in my colonies, count on that!