Quote from: PickleSurprise on December 02, 2015, 07:02:24 PMmaybe to include some rare metals in production.
What are the chances of researching an upgraded Nanoprinter(s) to create things above normal quality? For an appropriate price of course.
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#196
Releases / Re: [A12d] Miscellaneous w MAI+Robots (V 1.12.9 / 27.11.2015)
December 03, 2015, 12:47:03 PM #197
Outdated / Re: [A12] Tilled Soil v0.11
November 30, 2015, 12:16:23 PM
It would be awesome if the tilled soil had a deterioration process, and require some animal filth (i.e. manure) to construct it. That would also involve messing with the animal behavior, i guess. (that would also add more reason to have tamed animals)
unfortunately, not being a modder myself, i cannot imagine how much work that would be.
unfortunately, not being a modder myself, i cannot imagine how much work that would be.
#198
Outdated / Re: [A11] EMP Guns
November 30, 2015, 11:59:35 AM
just a thought: why rifle or pistol, when more logical was to merge EMP granades with incendiary launcher.
#199
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
November 30, 2015, 11:36:35 AMQuote from: AllenWL on November 30, 2015, 02:50:24 AMbackstories are there for a reason as they usually give some buffs for tasks (or disable some entirely). there are plenty of surgeons and scientists around. and ppl from the planet not necessary were born there.
Not all of them. Many have backstories pointing to a life as slaves, tribals, apocalypse survivors, etc.
as for tools, tech and such, the core gameplay suggests that they build a space ship from scratch. so...
#200
Releases / Re: [A12] Rikiki's Miscellaneous => Hydroponic room (03-11-2015)
November 30, 2015, 11:20:58 AM
btw Rikiki,
if u feel like working more on fishing again, how about adding new veggie 'sea weed' for aquaculture basins?
if u feel like working more on fishing again, how about adding new veggie 'sea weed' for aquaculture basins?
#201
Outdated / Re: [A12d] Canned Food 1.2 (update of JuliaEllie's mod)
November 29, 2015, 01:27:15 PM
there's a bug\feature where pawns take like 40+ cans with em.
plus, when eating, they take 15 cans, consume 2-3 and leave the rest.
plus, when eating, they take 15 cans, consume 2-3 and leave the rest.
#202
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
November 29, 2015, 01:08:14 PMQuote from: Llamageddon on November 29, 2015, 02:36:14 AMthe colonists themselves arent savages, but from advanced world, so as the time goes they can settle some technology in their "basement". but maybe advanced bionics have to have higher requirements for crafting skills (and req some science knowledge).
As the game's title suggests, it happens on a rimworld, this isn't a glitterworld where people can craft advanced bionics
#203
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
November 28, 2015, 02:01:12 PMQuote from: dakotaisdabest on November 27, 2015, 05:07:29 PMi believe u can only install arms/legs if they get removed (shot off or surgicaly) which is a problem, because if u cut colonist limb, he gets -30/15d mood mod.
I'm having trouble, I made a steel arm and can't install it and an eyepatch! Please help!
u can install hands and feet tho.
#204
Stories / Deer overrun
September 04, 2014, 07:08:06 PM
The day was calm, but then..

One thing for sure - hunters should find a new job now.

One thing for sure - hunters should find a new job now.
#205
Outdated / Re: [MOD] (Alpha 6) Cannons and Turrets v3.7
August 20, 2014, 06:21:17 AM
I dunno if it already was mentioned, but why did u name your MRL-turret Kaytusha when it should be Katyusha if u refer to ussr MRL.
not that it really bothers me..
not that it really bothers me..
#206
Outdated / Re: [MOD] (Alpha 6) EdB Interface 1.2.2 (UI Mod - Updated Aug 17 2014)
August 18, 2014, 05:36:21 AM
Interesting mod.
Actually i have a suggestion. Maybe u can expand that 'Colonist' button to something like that:
basically its 3 (or 3in1) button
Actually i have a suggestion. Maybe u can expand that 'Colonist' button to something like that:
basically its 3 (or 3in1) button

#207
Releases / Re: [MOD] (Alpha 6) Miscellaneous w/o MAI (V 1.6.0 / 13.08.2014)
August 14, 2014, 05:34:12 PM
I've been thinking of ways to improve MAI, and since u're going to work on it anyway now..
U can only build 1 basic Mai right now. How about using 'AI persona core' for building advanced Mai's? Its rare enough, to be worth it.
The advanced Mai's should have higher stats, or normal stats + some good stats. anything u like. They can even be named like Mai-00 Mai-01 etc -_- Producing process shoudn't change much. Only when u first activate it, u get to choose activate standard Mai or use AI core. Maybe u'll need a higher skilled crafter.
anyway, maybe it helps.
U can only build 1 basic Mai right now. How about using 'AI persona core' for building advanced Mai's? Its rare enough, to be worth it.
The advanced Mai's should have higher stats, or normal stats + some good stats. anything u like. They can even be named like Mai-00 Mai-01 etc -_- Producing process shoudn't change much. Only when u first activate it, u get to choose activate standard Mai or use AI core. Maybe u'll need a higher skilled crafter.
anyway, maybe it helps.
#208
Outdated / Re: [Mod] (Alpha 6) Trader Tweaks
August 14, 2014, 04:36:28 PMQuote from: Dr. Z on August 14, 2014, 06:52:44 AM
First things first: Industrial traders can trade stone. In past colonies, I had stockpiles with over 3000 stone blocks and I think it's mandatory to be able to sell them.
Actually, if u build brick roads and walls, there will be not so much spare stone.
But thats not the case. Do u think its logical that a space ship trader would transport stones from one place to another?
#209
Ideas / Re: Forming groups of colonists
August 14, 2014, 03:38:03 PMQuote from: BetaSpectre on August 14, 2014, 02:57:23 PM
Yeah most games let you hold crtl and a number to assign a group.
Pretty much any RTS game does this.
Indeed.
i only suggested a special tab b'coz 1 colonist may be a member of several groups, to do different roles, thus it will be more visually clear. Besides num keys already taken.
#210
Ideas / Forming groups of colonists
August 14, 2014, 01:16:30 PM
Maybe it would be nice if u could add colonists into groups.
Like if u want to make a group of snipers, and another group of assault troops, w/o searching them 1 by 1 every time (esp when u got alot of dudes).
U could add a new tab in overview.
Like if u want to make a group of snipers, and another group of assault troops, w/o searching them 1 by 1 every time (esp when u got alot of dudes).
U could add a new tab in overview.