It may not help with beating back the flames, but you could put a several tile wide metal or stone floor around areas you dont want flames spreading into. Will allow you to ignore a flashstorms effects should it hit outside that area.
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#17
Mods / Re: searching for a mod, that lets you amputate limbs
July 31, 2016, 05:07:40 PMQuote from: akkristor on July 31, 2016, 12:51:05 AM
You can kinda do this with the Expanded Prosthetics and Organ Engineering mod.
Just queue up a surgery to replace a limb with a prosthetic, even a very basic one, then remove the prosthetic.
And should the surgery fail, well... isn't that the type of torture you want?
#18
Help / Re: cyborgs! except they no have bionics....
July 31, 2016, 04:08:43 PM
The only thing I can think of is making your minHediff money match your max. Or just by making it higher. Should allow more to spawn based on available value.
#19
Ideas / Re: Trait - Mood Boost for Executing Prisoners
July 29, 2016, 01:42:23 PM
It may not be worthy of a trait on its own, but it could be a cool side effect of another trait
#21
Outdated / Re: [A14] More Traits v1.3.1.1
July 27, 2016, 01:02:39 AM
I'll see if I have one somewhere still no promises though
#22
General Discussion / Re: How to Store Hops?
July 25, 2016, 06:23:35 PM
The pawn doing the brewing liberates a bottle for their hard work
#23
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
July 25, 2016, 03:49:07 PMQuote from: MarcTheMerc on July 25, 2016, 03:18:28 PM
Could this be set up to work on a Lan server like hamachi for a group of friends?
I asked this yesterday already, and the answer was that it should work fine over lan (with or without hamachi)
#24
General Discussion / Re: Jade knife
July 25, 2016, 02:19:54 PM
Is it possible the jade knife might be intentional and a reference to tribal religion/sacrifice?
#25
Mods / Re: [mod request] Lower risk of friendly fire - apply penalty to hit enemy instead
July 25, 2016, 01:29:20 PM
Clicked on link to see what the fix was, found own fix. +1
#26
Outdated / Re: [A14] Grenade Fix v1.1
July 25, 2016, 11:31:15 AM
Thing is, not being able to throw potentially friendly damaging grenades would be pretty unrealistic imo, as if something goes wrong your grenadiers become useless. Also whats to stop a commander from calling in a danger close attack regardless. AI changes are beyond me at the moment. Enjoy the mod
#27
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
July 24, 2016, 05:14:07 PM
yep, the default one is right now
#28
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
July 24, 2016, 05:04:56 PM
Nope, it should work perfectly fine Phi just adds a chatroom and trade function as far as I'm aware. Sending mod items over it is the only time the mods would touch each other.
#29
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
July 24, 2016, 04:54:11 PM
If both players have the mod then it should work fine. It can be unbalanced as you say LustrousWolf, however, this is as Long said, a very early build, a proof of concept, He fully intends tweaking it further. For now however, grab the mod, install it and come experience multiplayerish rimworld.
If only one of you have the mod, it throws up an error and nothing happens. No negative effects.
If only one of you have the mod, it throws up an error and nothing happens. No negative effects.
#30
Outdated / Re: [A14] Grenade Fix v1.1
July 24, 2016, 04:43:51 PM
Glad you like it and as for the AI, maybe I'll give that a shot much later