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Messages - Grimandevil

#61
correction: it IS actually possible (as a glitch\side effect) when installing brain implants from EPOE. i remember having to reinstall brainpals after i stick some AI chips in their heads.
#62
Quote from: Mkok on March 03, 2016, 06:50:02 AM
Actually, this aint such a bad idea. But it would require some action button, that makes everyone rush to pick up his weapon. Otherwise it would be a micro-managing hell once you have more then few colonists.
there is EdB Interface mod, that sends your chosen colonists to battlestations destined positions, where u can store required equipments.
#63
afaik, rider sappers are perfectly comfortable "mining" walls with their bare hands.
#64
an oppened door will do. just close it when bad guys come.
#65
General Discussion / Re: skins
March 02, 2016, 03:24:56 PM
manufactured\textiles\leathers i believe
#66
Quote from: Kadrush on March 02, 2016, 12:41:27 PM
I mean, i would like a horde of zombies smashing themselves against my wall looking for a breach, and thats just not happenning.
thats because of AI changes in a12. in a current state, zombies cant break doors or walls.
so for a proper gameplay u have to deliberately leave a hole in your perimeter.
#67
btw, could you maybe include ammo capacity and reload time in the weapon info window? if theres still some space left.
#68
Quote from: Cherna on March 01, 2016, 01:59:15 PM
Is it possible to hide cryptosleep colonists from colonists bar? I want to do some sort of cannon fodder stockpile for some extreme events and they shouldn't be all time at colonists bar.
go to the Squads tab and make a new squad with those colonists u like. then change which squad is displayed.
#69
Mods / Re: [Mod Request/Help] What Mod Pack*?
March 02, 2016, 02:20:44 PM
mod packs are great because they're (usually) tuned up to work propperly, but i also like to make my own setup. however it requires some more acquaintance with the game.

if u wanna experiment, there is categorized Mod List by Skissor.
#70
Quote from: Shurp on March 02, 2016, 10:54:27 AM
But the advantage of beer is that you can sell it to pirates *and* to the bulk merchant
good point.
#71
it doesnt take much technology to make a padded vest with some steel (or plasteel) plates attached or stuffed in it. i believe, plasteel in rimworld can substitute modern metal-ceramics in some way.

Quote from: Shurp on February 29, 2016, 06:17:17 PM
But if you make enough beer you can afford to buy everything else :)
sadly, selling raw hops brings almost the same, as selling beer, w/o working time expences. same goes for producing stuff in general.
#72
General Discussion / Re: Meat plant mod?
March 01, 2016, 04:42:42 PM
animals dont mind. in fact the'd be cannibals if they'd eat them alike.
#73
General Discussion / Re: Meat plant mod?
March 01, 2016, 03:50:53 PM
why do u need to "grow" meat, when it comes knocking at your door?
#74
this was definitely asked before, but i dont have any links.
it runs on pretty much anything. I've tried it on single core p4 with 1gb ram. But if u're using mods, u want more (more mods = more slowdown).
it perfectly plays in 1024x768 and 1280x800 (tho a smaller UI elements should be an option)

tho, as it is work in progress, any additional addings to the game may drastically change the requirements.
#75
when there is 1% possibility and Random Number Generator is at work, that 1% will most certainly happen.