I should've put a noise layer, but all I got is CorelDraw. Sad.
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#31
Mods / Re: [Mod Request] Herbaceous Borders
July 03, 2016, 04:17:29 AMI should've put a noise layer, but all I got is CorelDraw. Sad.
#32
Off-Topic / Re: Pencil things.
July 02, 2016, 07:29:15 PM
A Friend... You have amazing stuff here! Do you mind if I use some of them for personal purpose? I really loved the valkyrie.
#33
Mods / Re: [Mod Request] Herbaceous Borders
July 02, 2016, 08:26:17 AM
I'm cobbling up an atlas. Would it be as high as a wall?
#34
Outdated / Re: [A13] Community Core Library v0.13.3
June 29, 2016, 07:15:31 PM
While you're updating, could someone add the option to change the minimap's base color? I'd like it to be transparent.
A click-through mode could also be useful in conjunction with transparency, working like an overlay map.
A click-through mode could also be useful in conjunction with transparency, working like an overlay map.
#35
Outdated / Re: [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
June 29, 2016, 07:08:33 PM
Why not using components to fix worn mechs? They're kind of 'universal delicate, intricate stuff' based on the description. Maybe you sbould tweak disassembly to produce components.
That is if you actually update to A13 and not skip it (;-;)
That is if you actually update to A13 and not skip it (;-;)
#36
Outdated / Re: [A13] Enhanced Development - 2016-05-30
June 26, 2016, 03:08:59 PM
Jaxxa, reinforced stuff is priced almost the same as regular stuff in trading, leading to exploiting by trading regular stuff for reinforced stuff without much work. Care to fix?
#37
Outdated / Re: [A11] Rimworld Zombie Apocalypse (v. 1.3 - June 17)
June 25, 2016, 03:14:39 AM
Are the zombies supposed to stand around and wander instead of beelining to our base? Zombies made good target practice since they have small aggro range and is very tough. A pawn of mine raised his skill from 9 to 14 in 6 hours of gunning a single zombie with a pistol.
I am using A13 version. Can you make a new thread for the A13 unofficial version instead of posting here?
I am using A13 version. Can you make a new thread for the A13 unofficial version instead of posting here?
#38
Mods / Re: [Request] Colonist current job
June 24, 2016, 02:14:53 PM
The mod Numbers is exactly what you described, with more functionality.
#39
Outdated / Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
June 24, 2016, 05:05:24 AMQuote from: EdB on August 09, 2014, 01:59:55 AMYeep, sure, no A13 version to see.
Download EdB Colonist Bar (v0.13.0.3) for Alpha 13 (Dropbox)
#40
Outdated / Re: [A12d] EdB Interface Mods - Update on Alpha 13 Progress (30 Apr 2016)
June 23, 2016, 12:18:20 PM
Right clicking on the hidden bar button crashes the game.
The log repeats HandleD3DDevicelost : still lost | Skipped frame because GfxDevice is in invalid state. At the very end, a FullResetD3DDevice appeared, followed by Out Of Memory.
?-?
The log repeats HandleD3DDevicelost : still lost | Skipped frame because GfxDevice is in invalid state. At the very end, a FullResetD3DDevice appeared, followed by Out Of Memory.
?-?
#41
Outdated / Re: [A13] Enhanced Development - 2016-05-30
June 19, 2016, 03:59:39 AMQuote from: Jaxxa on April 16, 2016, 02:47:36 AMThat. Discharging puts power into cells, while producing power?!
Charging mode will take an adjacent Charged Power Cell and turn it into a Discharged Power Cell, while consuming power.
Discharging mode will take an adjacent Discharged Power Cell and turn it into a Charged Power Cell, while producing power.
#42
Outdated / Re: [A13] Enhanced Development - 2016-05-30
June 18, 2016, 04:09:30 PM
Um, Jaxxa, you got the description for Power Cells mixed up.
Anyway, thank you so much for responding to my request.
Anyway, thank you so much for responding to my request.
#43
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
June 09, 2016, 11:22:19 PMQuote from: milon on June 09, 2016, 10:54:47 AMWait... is that official RimWorld introductory lore or what?Quote from: Miner_239 on June 09, 2016, 02:52:29 AM
Can you add an animal that pelts aggressor with 1-damage pellets like a minigun in a short range? I'm thinking about a cow-sized terrestrial Hydra that can spit small barbs from its tentacles. Make it have insane regenerative power, quick asexual reproduction, high max nutrition (3 ~ 4.5), and nutritious meat, but maximum wilderness and slow growth rate.
A sketch:
In other words... an amped up Whip Cactus?
Because I've never seen a whip cactus (haven't settled on deserts yet), then... yes?
edit: derp, thought whip cactus was a vanilla thing. Make Hydra docile.
#44
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
June 09, 2016, 02:52:29 AM
Can you add an animal that pelts aggressor with 1-damage pellets like a minigun in a short range? I'm thinking about a cow-sized terrestrial Hydra that can spit small barbs from its tentacles. Make it have insane regenerative power, quick asexual reproduction, high max nutrition (3 ~ 4.5), and nutritious meat, but maximum wilderness and slow growth rate.
A sketch:
A sketch:
#45
Mods / Re: [Mod Request] Item-ized Power Storage
June 09, 2016, 12:45:55 AM
YES! Jaxxa, I love you and your mods! internal fanboying kyaaaaaa~