I loved when the dog hauled the dead muffalo!!! But pretty awesome!
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#167
Ideas / Re: Your Cheapest Ideas
May 04, 2016, 01:50:01 PMQuote from: christianmc1101 on May 04, 2016, 03:50:21 AMOOOOOOH MY GOD, PLEASE TYNAN, PLEASEEEE
I want to say: "Produce X a day"
#168
Releases / Re: [A12d] Brunayla's Security Co (9/10/15)
May 04, 2016, 01:48:55 PM
Once you downloaded the mod, u should click the folder and go inside of it, and then drag the 4-6 mods into your rimworld.
#169
Bugs / Re: Inconsistent auto-forbid on wild predator-killed wildlife
May 04, 2016, 01:47:57 PM
hunting doesnt unforbid at all times, happened to me yesterday.
#170
Outdated / Re: [A13] Historical Weapons Packs (4/30/2016)
May 04, 2016, 01:45:14 PM
I believe every gun adding mod is capable with each other, so no errors.
#171
General Discussion / Re: Let's get those paint brushes moving folks!
May 03, 2016, 01:25:35 PM
HOLY SHIT!!!!
#172
Releases / Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
May 03, 2016, 01:22:00 PMQuote from: Fluffy (l2032) on May 03, 2016, 01:23:26 AMNo, when you draft the trainer you have the options of:Quote from: Justas love on May 02, 2016, 04:55:45 PMI could... The UI is pretty straightforward, just a button on my existing animals tab. The bigger problem is mucking about with animal's work trees. Should be perfectly doable though, I'll add it to the list
Since you are the UI king to me can you please make a mod:
After an animal gets the training of obedience it will always follow the trainer when drafted
Can you please make a small mod that allows you to toggle the animal folowing his drafted trainer.
Enabling the animal following and disabling
Because the animal always follows the trainer and it will usually get in the way of shots. But what if i just want to train my animals on hauling? So like my mufallo will haul, but when a battle comes he will pretty much die or get downed because he followed his (drafted) trainer in a battle.
Hope i made sense!
and this is the same with your wargs, you don't want to make him tank the bullets and get damaged early on in a battle simply because he follows his trainer, but you want to use him when the raiders are fleeing from your colony.
Or just make the animal go behind your trainer and not go in front of him
#173
Releases / Re: [A12/13][MODLIST] Fluffy's Mods - updated: Fluffy Relations - It's so pretttyyyy
May 02, 2016, 04:55:45 PM
Since you are the UI king to me can you please make a mod:
After an animal gets the training of obedience it will always follow the trainer when drafted
Can you please make a small mod that allows you to toggle the animal folowing his drafted trainer
After an animal gets the training of obedience it will always follow the trainer when drafted
Can you please make a small mod that allows you to toggle the animal folowing his drafted trainer
#174
Bugs / Re: Inconsistent auto-forbid on wild predator-killed wildlife
May 02, 2016, 04:47:18 PM
ikr, this has been confusing me for a long time.
#175
General Discussion / Re: Let's get those paint brushes moving folks!
May 02, 2016, 04:03:22 PMQuote from: Vaporisor on May 02, 2016, 03:20:24 PMQuote from: b0rsuk on May 02, 2016, 02:39:55 PMI have tried it and if the colonist is without a personal shiel he will pretty much get downed from the 'missed' bullets. Honestly i think battle engineers should be in the game, like it or not, but i would like to see them rushing on turets with riot shields and personal shields holding a toolbox.Quote from: Justas love on May 01, 2016, 03:14:00 PMThe reason being the colonist can't hope to shoot as good as a turret.
This should honestly be in the game, a pawn is a battle engineer for a reason.
How isnt it in the game? I havent tried battle fixing turrets but surely is doable.
#176
Help / Re: How do I make colonists (and visitors/invaders?) Spawn with Bionics/Implants
May 01, 2016, 08:10:57 PM
Nope, this is why I dont have hopes for this mod. Every 'enchanced' person will die and that bionic part goes to waste.
#177
Help / Re: How do I make colonists (and visitors/invaders?) Spawn with Bionics/Implants
May 01, 2016, 07:16:13 PM
K, so the chances of actually harvesting bionics from a raider will be super low.
(mod requesst) harvest bionics from dead ppl
(mod requesst) harvest bionics from dead ppl
#178
Help / Re: How do I make colonists (and visitors/invaders?) Spawn with Bionics/Implants
May 01, 2016, 06:25:49 PM
I have seen 2 people with a peg leg and the other with a bionic leg, but after that nothing. In your mod will the chances be increased a little bit? if i have lets say a 200 day colony and i get a 75 man tribal raid, how many of them will get the enchantments ~
#179
Unfinished / Re: [WIP][A13] Trade Caravan revamp
May 01, 2016, 06:09:17 PM
Oh man, oh man, oh man you just made my day sir. Recruiting muffalos will be a priority with this mod.
Also this mod will be bigger than what you can imagine! Why? Simply because a lot of events can happen when you send your caravan in the wasteland! Ever thaught of equiping your tanky muffalos with armor? Ever thaught of equiping your muffalos with carts? Ever thaught of discovering new factions? Ever thaught of discovering artifacts? Ever thaught of a lucky spaceship crashes right next to your caravan wich will give you lots of stuff? Ever thaught of airdrops that all the factions come to fight for? Ever thaught of bounty hunters that will capture your fellow colonists and sell them to the pirates? Ever thaught of actually using the rimworld map mid-game for a reason (to check the factions and stuff)?
Oh man i'm full of ideas on this mod. It won't have all of the features that i mentioned for sure, but at least a bit of everything would be more than cool.
I myself am a physhopatic slave trading cannibal so trading in rimworld is the best feeling that i always get while playing!
Also this mod will be bigger than what you can imagine! Why? Simply because a lot of events can happen when you send your caravan in the wasteland! Ever thaught of equiping your tanky muffalos with armor? Ever thaught of equiping your muffalos with carts? Ever thaught of discovering new factions? Ever thaught of discovering artifacts? Ever thaught of a lucky spaceship crashes right next to your caravan wich will give you lots of stuff? Ever thaught of airdrops that all the factions come to fight for? Ever thaught of bounty hunters that will capture your fellow colonists and sell them to the pirates? Ever thaught of actually using the rimworld map mid-game for a reason (to check the factions and stuff)?
Oh man i'm full of ideas on this mod. It won't have all of the features that i mentioned for sure, but at least a bit of everything would be more than cool.
I myself am a physhopatic slave trading cannibal so trading in rimworld is the best feeling that i always get while playing!
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