Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Cabdono

#16
I'm afraid not, at least for a while, recently moved so no Internet yet, I've been doing everything by phone and a friendly neighbor's wifi lol.
#17



Mining bot

Thanks to Arcane_Chill and his Base Robots I present you my mining robot.
It's a fast moving fast fast picking bot
If it has nothing to mine it may haul for you too.
You can craft it's station at the machining table



The Base comes with a very handy Robots tab to locate and restrict robots according to your preferences and areas.



Also supports the great Quarry by CuproPanda! 

Download

A17 v1.0

REQUIRES BASE ROBOTS TO BE INSTALLED BEFORE/ABOVE THIS MOD

#18
Releases / Re: [A17] Bone Mod V1.1
June 09, 2017, 01:40:07 PM
Any plans on adding patches for animal mods?  Pygmy muffalo, ZWAnimals, etc
#19
Personally I think losing the head is a great little feature, but just like the old chunk textures some people do like the old more than the new so hang in there c:
#20
Mods / Re: [MOD REQUEST] Vampires
June 08, 2017, 03:25:48 PM
Sounds pretty good, would be nice to see a non furry race around.
#21
Quote from: ImStereotype on June 08, 2017, 02:05:53 AM
Hope that worked and thank you  :D

I think you might have changed only the text part instead of the url :x
#22
If you change the last 0 in your url to 1 you're going to make people happier, also thanks for this, colonists  shouldn't feel bad for someone who tried to kill them.
#23
Looks awesome, can it be added to an ongoing save?
#24
Releases / Re: [A17] Table Diner - Eat at the table
June 07, 2017, 12:14:27 AM
Simple but incredibly helpful, thank you ^^
#25
Releases / Re: [A17] Misc. Robots++ / OmniBot
June 05, 2017, 08:42:31 PM
Quote from: alaestor on June 05, 2017, 08:17:51 PM
So; I need some feedback. Please take a moment to read.

In A14 or A15 i wanted to introduce the OmniBot and a few people said they wouldn't want it in the main mod due to how strong it is, so I kept it commented out and didn't upload the textures. Now that it's released, I've encountered a problem... People are requesting a compatibility patch for Quarry so that builder bots can work the quarry. It's easy enough to implement, but the problem is twofold;

1) If I make a functional-compatibility patch for one mod then ofcourse it's to be expected for others (depending on difficulty)

2) If I keep OmniBot separate from R++ then I would need to upload a compatibility patch for both R++ and OmniBot, meaning double the work and maintenance.


So, my question is; should I merge the OmniBot into R++? Doing so will make it much easier to make simple compatibility patches. I will likely not do so if they remain separate...

If people get the merged mod and complain or think it's op, then they shouldn't use it, it's not like they need you to limit them so they can't abuse it, etc. So imo you should go with whatever is easier to maintain  and manage for you.
#26
Oh thank you, for some reason I thought it'd be another type of zone like colonists, animals and guests.
#27
Quote from: Robbie on June 05, 2017, 05:17:17 PM
First, remove a hand(same goes for foot and leg), than remove the arm.
Second, install the arm back, now you can remove a hand again, same that you just removed
Third, profit!

Well that's just up for people to decide if they want to abuse it and ruin their existence.
#28
First time playing with the mod so I might be missing something but I can't seem to find how to make the guest zone, looked in the area manager and tab and nothing.
#29
Ooh thank you, i quite like the look of wolf fur on my stuff :)
#30
Outdated / Re: [A17] Elemental Boomalopes
June 02, 2017, 12:17:01 PM
Was waiting for this since I saw that gif on discord on the extinguish boomalope, thank you. ^^