Quote from: CodyRex123 on January 23, 2016, 11:28:54 AMglass eye and crystal eye were removed in the last ver., and u probly using it with the old save game. if it doesnt crash, just ignore it.
Alright, I do have alot of mods, but none of them mess with the surgery/human stuff, but I get a error that states: Could not resolve cross-reference to Verse.RecipeDef named GlassEye.
it also says the exact same thing for the crystal eye, and both repeats in the error log about 4 times each usually.
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#136
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
January 23, 2016, 02:41:16 PM #137
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
January 22, 2016, 02:56:46 PMQuote from: Dspendragon on January 22, 2016, 02:47:36 PMhere
Mediafire does not work is there somewhere else i can download this mod
#138
General Discussion / Re: are there any easy ways of getting a.i persona cores?
January 22, 2016, 02:47:39 PM
the limitation was made for a reason, and if u want a workaround, then simply disable requirement for ai core.
#139
Mods / Working Tools
January 22, 2016, 02:35:01 PM
As per title. Actual tools requirement to do tasks. Like axes to chop wood, toolkits to build and repair, pickaxes or drills to mine, etc. Worn as apparel. They may come in different grades, more advanced harder to craft. Generally, they give a slight buff on respective activity, depending on quality, and some generic debuffs, like walk speed, and such. More advanced tools, like mining drill or a chainsaw would probly give a huge buffs and debuffs as well; they'd require some research, or only purchased via traders.
Working at the workbench shouldnt be affected, as it supposed to have all required tools.
inspired by Fishing mod, which introduces requirement for a fishing pole in order to fish. I'm not a modder myself, just messing with xml's..
Working at the workbench shouldnt be affected, as it supposed to have all required tools.
inspired by Fishing mod, which introduces requirement for a fishing pole in order to fish. I'm not a modder myself, just messing with xml's..
#140
Outdated / Re: [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
January 22, 2016, 02:18:23 PMQuote from: Orion on January 22, 2016, 04:39:05 AMchances are, that Combat Realism will evolve to do that.
Would be cool if RimWorld would allow the player to set specific aiming targets on enemies. So you could take out the legs specifically, or go for the eyes first, or whatnot.
#141
Releases / Re: [A12] T's Mods (Floors, Beds, Crops, Stove booster, Cotton, ConditionRed, more!)
January 22, 2016, 02:14:26 PMQuote from: Faythe on January 17, 2016, 01:42:00 PMu can plant some flowers, they're non-harvestable, and will act like a grass.
So maybe adding grass as a grow-able but not a harvest-able would be a benefit to the mod.
#142
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
January 22, 2016, 02:09:05 PMQuote from: Ykara on December 20, 2015, 11:22:23 AM
Changes:
* The basic prosthetics table now uses stuff!
[attachment deleted due to age]
#143
General Discussion / Re: Stupid question: trees and wind generators
January 22, 2016, 01:59:46 PM
place a growing field with some flowers. they're pretty and non-harvestable.
or build solar panels there, for even more powah.
or build solar panels there, for even more powah.
#144
General Discussion / Re: Help/Better to build a house somewhere or in the mountains.
January 22, 2016, 01:57:07 PM
there is a Mountain Temp mod for keeping temperature in mountain bases more narrow.
#145
Releases / Re: [A12d] Auto Seller - (v1.1.0) (19-01-2016)
January 19, 2016, 03:05:10 PM
is it possible to add sorting "by name" and "by time" toggle?
and maybe highlight the actual item name a bit, to stand out from the wall of text.
btw, nice link
and maybe highlight the actual item name a bit, to stand out from the wall of text.
btw, nice link
#146
Releases / Re: [A12] Rikiki's M&Co. => Outpost generator (13-09-2015)
January 19, 2016, 02:42:28 PMQuote from: Plasmatic on January 18, 2016, 08:42:26 AMuse it as a part of wall then, it will count as solid wall.
Reason I wanted it inside is because I usually end up playing in a cold area, so I'd like the embrasures to be indoors so my colonists don't freeze to death while defending the colony
#147
General Discussion / Re: Do u able to make all fractions friendly to you ?
January 19, 2016, 02:26:21 PM
releasing prisoners doesnt affect pirate bands (i may be wrong but it never happened in my games).
#148
General Discussion / Re: Izometric Rimworld
January 18, 2016, 02:14:51 PM
yeah, if its another game.
#149
General Discussion / Re: Tropical rainforest
January 18, 2016, 02:12:11 PMQuote from: Reviire on January 18, 2016, 11:17:39 AMplus some vines and massive bushes (not those we have right now)
I'd like if they looked more like rainforests. Taller trees, more rain, deeper greens.
#150
General Discussion / Tropical rainforest
January 17, 2016, 02:16:51 PM
So i've grown tired of icy maps and decided to give it a try starting in tropical rainforest. As the name suggests, i expected it to be filled with vegetation and critters. And now, after a year ingame, map resembles something close to muddy wasteland with some rare trees. Even the grass coverage is dull.
I did survive a bunch of heat waves and a toxic fallout (thats when all the critters died). But i think, trees have to be more resilient to conditions or something.
I did survive a bunch of heat waves and a toxic fallout (thats when all the critters died). But i think, trees have to be more resilient to conditions or something.
