Quote from: eatKenny on January 29, 2016, 10:56:05 AMyou could add some LMG's..
Any ideas of new guns/weapons that i can work on at weekend?
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#121
Releases / Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
January 29, 2016, 01:41:55 PM #123
Mods / [Mod request] smart food picking
January 28, 2016, 11:32:04 AM
I'm looking for a mod, that would make colonists eat meals they like, and avoid unpleasant ones.
Like if half of my colonists are cannibals, and the rest arent, i can keep supply for both types.
Maybe someone already made such mod, im unaware of.
Like if half of my colonists are cannibals, and the rest arent, i can keep supply for both types.
Maybe someone already made such mod, im unaware of.
#124
Outdated / Re: [A12] Combat Realism v.1.4.0 (26.09.15) Suppression
January 28, 2016, 06:56:35 AM
hmm, maybe a colonist with enough Negotiation skill could Rally supressed comrades in a limited radius, depending on their suppression level.
need to play less WH..
need to play less WH..
#125
General Discussion / Re: Toxic Fallout
January 28, 2016, 06:31:57 AMQuote from: Darkhymn on January 27, 2016, 11:12:06 PMsince them critters gonna die in any way, its best to grab all big ones, so u'll have plenty of meat. Dont be afraid to go outside a little, the sickness will wear off.
I just wasn't prepared for an event that suddenly wiped out all wildlife on the map during a time period in which I was relying on hunting to compliment my stockpile.
u can always try fishing, where hunting fails.
#126
General Discussion / Re: Any less dangerous way to build melee skill?
January 27, 2016, 02:18:33 PM
u can try using training facility mod, which includes melee dummies.
#127
Outdated / Re: [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
January 27, 2016, 02:00:59 PMQuote from: killer117 on January 27, 2016, 07:59:42 AMwhat makes a bullet from a sniper rifle so special, compared to any other firearm? not counting agvanced tech stuff.
...
#128
Outdated / Re: [A12] Combat Realism v.1.4.0 (26.09.15) Suppression
January 27, 2016, 01:38:57 PM
what a brilliant idea..
[attachment deleted due to age]
[attachment deleted due to age]
#129
General Discussion / Re: Purpose of the "world"?
January 26, 2016, 04:03:09 PM
dont forget, there are some spawn points for other factions on the map. It could be used from simple calculating travel time, to the point of visiting them.
#130
General Discussion / Re: Purpose of the "world"?
January 26, 2016, 03:45:57 PM
the world gen is clearly there for future features.
#131
Outdated / Re: [A12] Containers For Stuff (v1.1.1)
January 26, 2016, 02:43:10 PM
i take it, the current mod's code only allows for 1x1 storages?
i had an idea of dividing containers into Crates(1x1) for items and Silos(2x2 or 3x3) for bulk goods, to make it more fair.
i had an idea of dividing containers into Crates(1x1) for items and Silos(2x2 or 3x3) for bulk goods, to make it more fair.
#132
Releases / Re: [CCL] jacob814's Mods - Lights&Glass(V 12d.1.1) New Update! [1/8/16]
January 26, 2016, 02:37:46 PM
is this old-save-friendly, assuming there is CCL?
#133
Releases / Re: [A12] High Caliber - more than a gun mod (V1.06 / 24.01.2016) ballistic shield!
January 26, 2016, 02:05:38 PM
First of all i'd like to point out that i like this mod.
However, in the CR-patch department, it rebalances all guns to have shorter ranges, which by itself is fine, but other weapon mods adapt their ranges to default CR ranges, so they're pretty much un-usable together (HC, vanilla and mechanoid guns will be inferior to any other mod guns).
I understand, that this mod contains (or aim to) all kind of weapons required for comfort play with this mod alone, but still some compatibility would be nice.
In particular, i had in mind CR+HC+RimFire combo, but theres more mods adapting for CR.
However, in the CR-patch department, it rebalances all guns to have shorter ranges, which by itself is fine, but other weapon mods adapt their ranges to default CR ranges, so they're pretty much un-usable together (HC, vanilla and mechanoid guns will be inferior to any other mod guns).
I understand, that this mod contains (or aim to) all kind of weapons required for comfort play with this mod alone, but still some compatibility would be nice.
In particular, i had in mind CR+HC+RimFire combo, but theres more mods adapting for CR.
#134
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
January 25, 2016, 02:14:23 PM
that would be rather .. unrealistic? not to mention, u would require some stationary facility to maintain harvested brain..
anyway, if a brain transplantation would be possible, it could be a nice option to construct all cybernetic body and install the brain. (and have your own robocop)
anyway, if a brain transplantation would be possible, it could be a nice option to construct all cybernetic body and install the brain. (and have your own robocop)
#135
Mods / Re: Working Tools
January 25, 2016, 01:05:43 PM
Neat, now if only someone could write required dll's for works.