Us sniper and dont use autofire, use the aim mode just beside the reloading thingy. Its more accurate that way
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#137
Releases / Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
August 02, 2017, 05:02:12 AM
Yes. Add drinking water to the game. Not drinking will cause dehydration. Of course we need to have a source of water. Rivers and lakes are fresh water, we can just collect water from those. Another option would be to built a well. In the ocean biome, we need to treat saltwater to become drinkable.
#138
Outdated / Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
August 01, 2017, 01:30:52 PMQuote from: Canute on August 01, 2017, 07:05:16 AMQuoteBut there is still a problem with the storage priority.
At example i got 3 pallets with wood, when i now increase the priority of one to critical the hauler should fill up these pallet.
But they don't do it.
I created a stockpile before the pallets, allow wood and critical.
Now even the wood from the critical set pallet get hauled to the stockpile.
Happens to me too at the 2.1~ish version
#139
Releases / Re: [A17] Real Fog of War (v1.0.0) - The Unknown
July 29, 2017, 11:21:14 PMQuote from: Luka Kama on July 29, 2017, 01:14:08 PMQuote from: Mufflamingo on July 29, 2017, 12:35:51 PM
Does this work like red alert or Warcraft fog of war, that when you explore you will get the visual on the region but not exactly real time? Like just a transparent whatever layout of the vision, you can see what was there not what is 'actually' happening there? Like do you even understand what im saying? Lmao.
Actually the mod works this way:
- Currently seen areas: are areas currently seen by colonists or cameras. You can see and interact with everything in these areas.
- Explored areas: are areas that has been revealed, but no pawn is currently watching. They are covered with a transparent light fog. You can see and interact only with objects that was there when the area was explored, but new objects/plants spawning in these areas (like crash pods) remain hidden until the area is explored again. Also, non colony pawns, animals, mechanoids etc are not visible when moving in these areas.
- Unexplored areas: are areas that was never explored. They are covered with a solid fog. Everything under them is hidden.
RTS games in general, in addition, have some sort of "ghost" objects for things seen and in the "Explored areas", but such feature can't actually be added the mod, as it would require to heavily patch the vanilla game code to make it works with vanilla game features (like hauling, mouse selection, menus, pawn interactions, IA, etc).
Cool thanks!
Gonna add it on my next playthrough.
#140
Releases / Re: [A17] Real Fog of War (v1.0.0) - The Unknown
July 29, 2017, 12:35:51 PM
Does this work like red alert or Warcraft fog of war, that when you explore you will get the visual on the region but not exactly real time? Like just a transparent whatever layout of the vision, you can see what was there not what is 'actually' happening there? Like do you even understand what im saying? Lmao.
#141
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 28, 2017, 02:28:05 PM
Its not really confusing. Its not that hard when you get used to it. In my first playthrough yeah I got overwhelmed but after a while I got used to it.
#142
General Discussion / Re: Can't you dumb dogs heel?!?
July 28, 2017, 04:37:10 AM
Question: How long is the debuff when you sell/kill bonded animals?
#143
Outdated / Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
July 26, 2017, 08:11:38 PM
I like this collection of new traits better. Thanks.
Thank you also for releasing it after I created a new game! Errr.
Thank you also for releasing it after I created a new game! Errr.
#144
Releases / Re: [A17] EdB Prepare Carefully - v0.17.1.6 (18 Jun 2017)
July 23, 2017, 02:47:19 AMQuote from: AngleWyrm on July 23, 2017, 02:44:39 AM
Quote from: Mufflamingo on July 22, 2017, 09:05:08 PM
Forest fairies doesnt really match well from your account pic.
That might depend on what I intend to do with them.
You just made me go to a site that should not be named.
#145
Outdated / Re: [A17] Rainbeau's Mods - Bridges, Backstories, Smooth Walls, Terraforming & More!
July 23, 2017, 12:39:42 AM
A gift for you. I made a bath house with a pool inside using deep water tile using terraforming. You can have a pool party.
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#146
Ideas / Swimming is Fun!
July 22, 2017, 11:38:34 PM
So, I was running a medieval colony and I decided to make a bath house for my colonists. (I use rainbaeu's fertile fields and dubs hygiene mod) I made a pool out of deep water tiles, yes I know they cant swim.
So I suggest having swimming as a joy activity!
[attachment deleted by admin due to age]
So I suggest having swimming as a joy activity!
[attachment deleted by admin due to age]
#147
Releases / Re: [A17] EdB Prepare Carefully - v0.17.1.6 (18 Jun 2017)
July 22, 2017, 09:05:08 PM
Forest fairies doesnt really match well from your account pic.
#148
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 22, 2017, 11:54:44 AM
So we should define how much raw compost each animal one by one? Just like meat? And skills should also affect the product of the cremation?
#149
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 22, 2017, 11:41:43 AM
Im no modder so i dont the hell anything about xml files.
But I know that animals have body sizes.
When you create a recipe how about making it like Cremate small animal all animals with body size 1 will be included in the recipe.(Just example, I dont knpw the real bodysize
So that new animal mods can be cremated based on their body size.
I don't what the hell Im talking about.
But I know that animals have body sizes.
When you create a recipe how about making it like Cremate small animal all animals with body size 1 will be included in the recipe.(Just example, I dont knpw the real bodysize
So that new animal mods can be cremated based on their body size.
I don't what the hell Im talking about.
#150
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 22, 2017, 10:43:40 AM
How about you just make different recipes for cremation.
Cremate small creatures.
Cremate medium sized cretures.
Cremate large creatures.
Cremate huge creatures.
Cremate humans.
Cremate small creatures.
Cremate medium sized cretures.
Cremate large creatures.
Cremate huge creatures.
Cremate humans.
