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Messages - Mufflamingo

#331
Ideas / THE ANIMALS ARE EATING MY POTATOES!!!
April 16, 2016, 05:06:19 PM
I don't really like the idea that the wild animals are prioritizing to eat my plantation instead of eating that goddamn grass. I mean, I understand if there's no grass around but come on!!! There's plenty of grass in the map but all the critters literally just eats away half of my potatoes!

What's worse is that when a caravan trader visits, hi Muffalo and other animals eats my potatoes too! Then leaves without paying!!! >.< AND I CAN'T DO ANYTHING BECOZ I DON'T WANT TO RUIN OUR FACTION RELATIONSHIP!!!
#332
Quote from: bczink on April 16, 2016, 09:17:16 AM
I'm playing on Alpha 13 and the Prepare Carefully button isn't there. I have the mod enabled in Mods, I did put the extracted folder in the mods folder. I'm using the Alpha 13 beta release, not any other versions.

Maybe you have double folders? Mods/EdbPrepareCarefullyxxx/EdbPrepareCarefully
It happened to me and I made sure that the arrangement of folders were in order Mods/EdbPrepareCarefully . This happened to me when I extracted the rar files. But you may already know that but it doesn't hurt to check. XD XD XD
#333
Ideas / Re: GHOSTS!!!
April 16, 2016, 11:58:45 AM
Quote from: paShadoWnSmurf1 on April 16, 2016, 11:22:41 AM
I have a ghost in my house and it does nothing of the sort. It just freaking tries to drain me every freaking time i go to sleep. Classic paralysis->drain combo. Thankfully after three years of a contact with the b!tch i had trained to break paralysis in a split second so now she gets me very rarely. Feels soo good to be energetic.

Is she hot?
#334
Ideas / GHOSTS!!!
April 16, 2016, 11:12:54 AM
Here's my idea about this:

Ghosts spawn and roam your colony when a grave is near/inside your home area and may do the following:

1. Ghosts appear before your colonist, this may do the following:
     a. If the ghost is a dead friend/dead lover/dead relative, the colonist may have a positive mood buff. For example; Chat with my dead friend/Deep talk with my dead lover/Saw my dead father. (Whatever someone make a better name or activity ROFL)
     b. If the ghost is a dead raider/prisoner, the colonist may have a negative mood buff. For example; Spooked by dead raider/Ghost scared me!
     c. If the ghost is a dead neutral pawn(From escape pods, trader caravan killed their own, passing by gets eaten by bears), they may cause random mood buff. For example; Met a rude ghost or Met a nice ghost.

2. Ghost cause mischief. Ghost may haul things to somewhere, turn on/off appliances, consume meals (Although they don't really need to eat. Rofl), open and close doors, make noises that may give a disturbed sleep buff to colonist when sleeping.

So guys what do you think???
#335
Quote from: falcongrey on April 15, 2016, 03:57:29 PM
Quote from: Shinzy on April 15, 2016, 06:15:11 AM
Quote from: TheLunatic889 on April 15, 2016, 05:20:54 AM
Okay no idea if this works for alpha 13 or not...

Not yet Lenny!
soon, very soon.. Mhmh yesss.. *rubs hands together*

Waits anxiously....  :o

"VERY SOON", reloads the page every 10 seconds and check if its updated or not.  ;D ;D ;D
#336
Quote from: Kolljak on April 12, 2016, 06:33:36 PM
Havent the foggiest idea why tynan didnt do this already... pants that is.

Ikr. I can't play this game without the pants. Makes my roleplaying a disastah.
Omg. My 20-melee-skill veteran soldier is so cool but where is his pants!!!???
#337
Quote from: HAMMERFALL314 on April 10, 2016, 08:21:07 PM
are we gonna get a alpha 13 update or would this still work?    i really like this one...   



hold one...    downloaded and tested with alpha 13    lolz    still works  :)


Any bugs or errors?
#338
Quote from: goonygoogoo on April 14, 2016, 08:37:04 AM
Sweet modpack love it, curious about the work speed factor on workbench, particularly iron versus steel workbench. The iron one seems to give a better work speed, is this intended or am i missing something? looking at the butchers bench, haven't checked others yet. Iron gives 110% and steel only 80%.
Cheers

I dont understand. Am I lost?
#339
Can pawns eat at the table??
#340
Ideas / Second floors?
January 12, 2016, 07:43:13 AM
As the title says, is it possible to have upper floors?
#341
Idk what mod in your modpack made the trader visit and make a camp near my settlement but i really wish i need not to build a beacon inorder to trade with him. Maybe you can talk to the modder abt this and suggest that camping traders doesnt require beacons to trade. :v XD

and also, why do I get a free remmington 870 shotgun when I start the game?? Loool. (HELP ME! IT RUINS MY IMMERSION, I DON'T WANT MY CAVEMEN TO USE THE SHOTGUN. HA HA HA!)