Quote from: Flying Rockbass on August 09, 2016, 07:14:19 AM
Any and all feedback?
I love the cat gif you put.
And you are the best UI-Designer i've seen on this forum.
I second this, on both accounts.
Thank you, Fluffy!
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Show posts MenuQuote from: Flying Rockbass on August 09, 2016, 07:14:19 AM
Any and all feedback?
I love the cat gif you put.
And you are the best UI-Designer i've seen on this forum.
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Quote from: Orion on August 09, 2016, 06:40:04 AMIt would make it much more RimWorldish... "guests" suddenly making off with your stash of meds
"The visitors from Umba Bumba really enjoyed their stay (+30). They took 16 medkits, 37 fine meals, superior sniper rifle, good television and Sniffy the Dog without paying."
Quote from: EdB on July 29, 2016, 10:58:04 PMI have a few bugs left to fix before I can call the alpha 14 version done. I plan to try to do those fixes and complete a Steam release this weekend.
Quote from: Zombra on July 29, 2016, 02:51:32 PMQuote from: ThiIsMe007 on July 29, 2016, 02:27:30 PMAs long as all "random one-line events" can be modded out, I would be content too.
I'm sure they can.
Quote from: Zombra on July 29, 2016, 02:22:07 PMNo exclusive "Randy Only" content please.
Quote from: Mese on July 29, 2016, 12:56:51 PM
Since when was Rimworld fair
For an easier game play Phoebe basebuilder
Quote from: Flying Rockbass on July 29, 2016, 01:05:40 PMI like being able to control stuff, but some thing should just kick you in the nuts while you are down.
Quote from: Flying Rockbass on July 29, 2016, 08:22:50 AM
Blight could be changed by a Storm of acid rain, if you build a roof until it passes, your crops can be saved.
Quote from: kosh401 on July 28, 2016, 05:10:49 PM
The Breadowns mod is actually updated and working and basically gives your buildings a maintenance HP ticker of sorts that your pawns need to repair as it degrades down from 100%. If the building isn't maintained then it will have short circuit/'splody issues. As opposed to just purely random ones. Great little mod, highly recommend it.
Quote from: Zombra on July 28, 2016, 04:51:21 PMAnd then you have to - you know - be willing to sell someone into slavery. That tells a very different story from a simple "We don't want you here any more, gather your stuff and get out."
Quote from: Zombra on July 28, 2016, 01:50:55 PM
Really there should be functionality to kick people out of the colony anyway (with a healthy mood debuff for such heartless behavior).