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Messages - RazorHed

#106
General Discussion / Re: Tynan: Next 3 Major Changes?
September 07, 2016, 09:45:03 AM
I'll bet it involves more traits like

Serial Killer
Pet Beater
Thief
Torturer
Poops Anywhere
#107
General Discussion / Re: Lost tribes on tundra...
September 07, 2016, 09:35:24 AM
remove snow from around geothermal vents till you find one or some with some ground around it then build a building around that and put in a sun lamp in there .  I think for tribals on a very cold map I would research advanced clothes then electricity . Everything else can wait.

I'll have to try tribals on tundra or maybe even Ice sheet , though I think Ice sheet might be nearly impossible. But still fun :)_
#108
Outdated / Re: [Unoffical A15] Extended Woodworking v1.19c
September 06, 2016, 07:38:48 AM
I don't know if this has happened for anyone else, but last night my builder was building oak walls without using the wood for it.
#109
Releases / Re: [A15] Rikiki's Miscellaneous (05-09-2016)
September 05, 2016, 06:40:04 PM
How do you download the files from GitHub
#110
General Discussion / Re: got couple of questions !
September 02, 2016, 02:31:14 AM
I believe each potential colonist always has the same child and adult background  , but they will have random traits and skill levels based on age . I THINK they always have the same passions too . not 100 % on that.  Their nickname mike weaver  comes from their adult backstory I want to say.
#111
General Discussion / Re: Why split human and animal zones?
September 01, 2016, 08:58:38 PM
I like the copy area idea. Another thing could be a restriction per zone thing like a check box if animals are allowed in a freezer, bedroom, or dining room etc
#112
General Discussion / Re: starting research
August 27, 2016, 01:05:31 PM
Bah nevermind I figured it out by making a new player faction at industrial but with tribal starter tech
#113
General Discussion / starting research
August 27, 2016, 12:34:41 PM
Is it possible to start with no research  but without the tribal research cost multipliers?
#114
Mods / Re: Is there a mod body parts from corpses? 2
August 22, 2016, 10:56:29 AM
It might be possible to make harvesting bionics from the dead . It also would be easy to make recipes to harvest organs from the dead , though I'm not sure if you can take into account the time that has passed before organs become non-viable.   Though you could add a research or series of researches that could mimic technology that just lets you take dead organs and makes them viable
#115
General Discussion / Re: Tynaan are you joking??
August 03, 2016, 07:29:43 AM
Get your Colo-Kibble here !!!
#116
General Discussion / Re: From Grave to Cremation?
June 23, 2016, 01:09:18 PM
Just have a psychopath do the butchering , because you get a stack of debuffs for butchering humans . In the game I mean,  no debuffs in real life !! :) haha


disclaimer : I do not actually butcher humans in real life
#117
Mods / Re: [Mod Request] Research speed
June 21, 2016, 09:48:18 PM
you can open up that mod and lower that 1000000 if you really want to to something more along the lines of how you want to play.

#118
Find a spot that might possibly spawn a insect infestation and put a med bed there , then turn all other med beds off . The visitor should flail on the floor then and you can rescue him to the someday infestation med bed . Then install lots of explosive traps and wall off the area with a door so you can keep the person fed.   Eventually the insects come and BOOOOOOM you teach that visitor to lose a leg!
#119
But thats magic , and I don't have a wand !
#120
Interesting.  Is there a way to have a weapon that disappears like a triple rocket launcher have a set number of uses instead of one time only?