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Messages - zarathustra_bezbozhnik

#16
Outdated / Re: [A17] Smoke Grenades
June 16, 2017, 12:05:35 PM
Awesome indeed! Now we'll be able to melee the shit out of the readers!!

Thanks a lot!
#17
Releases / Re: [A17] RimFridge
June 16, 2017, 11:09:36 AM
Thanks a lot for this mod! Simple in usage, functional and crisp.

Good luck!
#18
dreamtourist, that's great, lots of thanks!
#19
Hello!
Mod looks like the one I was looking for with no incompatibilities and a bit more realism but not too much complication. And great discussion: 've read everything and got all the answers about not being able to transport all the injured in time and bleeding out.

Completely agree about field treating/infusions or some mechanic that will add an option of the temporary treatment, which, btw, is needed not solely in combat. 

So I think 200% is an appropriate option. Will try it and get back to you. Thanks a lot for your work!
#20
Hello, thread!
Does anyone know if Several Puffins' will be back to update these great mods? I, myself, kinda lost half the fun by upgrading to A17 just to find that my guys 'n gals don't go on dates anymore and general depth of socialization is gone...very sad.
#21
Outdated / Re: [A17] Improved Anaesthetic
June 15, 2017, 08:38:59 PM
..turns out, I'm no good at it anymore, therefore here is the free edited clipart if you want:


Rimworld is a pretty niche game, but still, here we all are, - like-minded people,)
#22
Outdated / Re: [A17] Improved Anaesthetic
June 15, 2017, 01:41:04 PM
..ah, ok, I see it now. All it's missing is a face of some kind, I think)
I'll try and give you a picture if you want, but I don't know if I'm any good at it, like in the anecdote:
- Do you play the violin?
- Don't know, never tried.
:)
#23
Thanks a lot for this! It would be mighty great and greatly appreciated if you'd update the mod for A17 when you have the time.

So tired of save-loading every time before the complicated surgery, which (save-load) totally breaks the immersion and overall fun.

Btw, as funny and actual as Tynan's reference on surgery is, the percentage of such "qualified" surgeons is practically nonexistent among pawns(astronauts) having prerequisites in medicine (any skill and\or education and\or experience in surgery). That's why I can't in the right mind let the game just flip the coin and decide to kill Ben aka "Turbo", the main constructor and elected leader of the colony while the 16 skilled doctor is giving him a simple prosthetic leg!!! phoi, I've said it! :)

Thanks again and good luck with your future mods!
#24
Outdated / Re: [A17] Improved Anaesthetic
June 15, 2017, 12:58:26 PM
Good thinking, man! Thanks for your great little immersion mods. Using almost all of them now in A17.

Quick question though: what's on the preview picture??))
#25
Releases / Re: [A17] SimpleSidearms
June 15, 2017, 12:48:52 PM
Quote from: O Negative on May 17, 2017, 02:24:36 AM
I would like to suggest that you suggest this to be integrated into the core game. A LOT of people would be grateful for it's implementation, and you've already worked your way around Tynan's argument of micromanagement :)

Awesome work!

I second this proposition. It's a great mechanic and it definitely makes much more sense to have a second weapon. And btw, it's not OP, cause having a weapon and having a skill to use it are two different things.

Please, when you're ready, suggest this to be integrated into the core game.
#26
Outdated / Re: [A16] Camping Stuff v0.2.3
June 15, 2017, 08:22:03 AM
Thanks in advance for the A17 update! We're so waiting for it.
..no pressure btw)
#27
Fluffy, your mods are, in my opinion, the most essential and must-make-coregame. Thanks for your work and good luck in all endeavors!
#28
Outdated / Re: [A17] Enlighten
June 15, 2017, 06:02:25 AM
Hi, notfood!
First of all, this is a great mod and I'm sure it MUST be implemented in the core game. Thank you so much!

But?)) ..would you care to revisit these two issues mentioned in the thread:
1. Why sunlamps? People don't do photosynthesis. For us, reaction to light is about visibility and psychology, so any source of light bright enough will do, don't you think?
2. Darkness should not affect sleeping people. It's a minor thing though.

Thanks again, and good luck!
#29
Great idea, thanks for your great work on this mod! I very much think these mechanics should be implemented in the game before the final release, so kudos!

..but I got some kind of trouble strapping the mod to my current savegame.
Here's the log and here's the mod list.

Making a new colony seems fine, though I didn't play much of it, just loaded the fresh game to check if it's working at all, and it is.
I'm guessing it's somehow related to one of the mods I have, but I haven't had time to check wich one is causing the compatibility issue.