Ludeon Forums

Ludeon Forums

  • October 18, 2019, 02:22:10 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 11

Author Topic: [A15] Right Tool For The Job v1.16  (Read 108107 times)

ItchyFlea

  • Who's a good kitty?
  • Administrator
  • Planetologist
  • *****
  • Posts: 1908
  • Psychotic Squirrel
    • View Profile
Re: [A11] Right Tool For The Job (v1.13)
« Reply #90 on: August 12, 2015, 06:49:41 PM »

What features are you planning on adding?

Or are you done with this mod?
At the moment I feel the mod is complete, and as such I don't intend to add any new features. This might change in the future.
Logged
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

The13thRonin

  • Colonist
  • ***
  • Posts: 178
  • Handsome Rogue
    • View Profile
Re: [A11] Right Tool For The Job (v1.13)
« Reply #91 on: August 13, 2015, 02:25:12 AM »

What features are you planning on adding?

Or are you done with this mod?
At the moment I feel the mod is complete, and as such I don't intend to add any new features. This might change in the future.

:(.
Logged

ItchyFlea

  • Who's a good kitty?
  • Administrator
  • Planetologist
  • *****
  • Posts: 1908
  • Psychotic Squirrel
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #92 on: August 21, 2015, 09:25:09 PM »

Updated for Alpha 12
Logged
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

Senacharim

  • Muffalo
  • *
  • Posts: 19
  • Refugee
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #93 on: August 25, 2015, 09:31:21 AM »

So... the A12 update is cool (thanks for being on the ball!) but some of us are still playing on A11 as the A12 isn't a stable-update yet.

Any chance of getting a link to the A11 version of this one?

Also, it's one of my favorite mods, thank you!
Logged

Ninefinger

  • Colonist
  • ***
  • Posts: 284
  • Modpack Curator
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #94 on: August 25, 2015, 12:36:56 PM »

I dont think there was any changes needed from A11 to A12 so it should work for your A11 game.

This was a tough update hey Itchy lol ;)
Logged

ItchyFlea

  • Who's a good kitty?
  • Administrator
  • Planetologist
  • *****
  • Posts: 1908
  • Psychotic Squirrel
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #95 on: August 25, 2015, 04:58:56 PM »

Any chance of getting a link to the A11 version of this one?

Maybe: http://www.mediafire.com/download/68a2u1jjrvo4a67/A11_RTFTJ_v1.13.7z

I dont think there was any changes needed from A11 to A12 so it should work for your A11 game.
There was a texture issue, but otherwise there were basically no changes.
« Last Edit: August 25, 2015, 05:00:56 PM by ItchyFlea »
Logged
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

LustrousWolf

  • Colonist
  • ***
  • Posts: 231
  • Woof.
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #96 on: August 30, 2015, 05:57:37 AM »

Is there a way for colonists to go pick up a pickaxe when its time to mine? Or say have an equipment rack outside of a little entrance to a mine, and have colonists swap out their guns for a pickaxe to then go and mine, then when they come out, they swap their pickaxe for their gun. Is this already implemented? Or possible to implement?
Logged

ItchyFlea

  • Who's a good kitty?
  • Administrator
  • Planetologist
  • *****
  • Posts: 1908
  • Psychotic Squirrel
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #97 on: August 30, 2015, 11:59:45 PM »

Is there a way for colonists to go pick up a pickaxe when its time to mine? Or say have an equipment rack outside of a little entrance to a mine, and have colonists swap out their guns for a pickaxe to then go and mine, then when they come out, they swap their pickaxe for their gun. Is this already implemented? Or possible to implement?
If I knew how to code, I'd be able to do this.

While it hasn't been updated for Alpha 12, Wivex created the feature you're after in his version of this mod: Tools For Jobs
Logged
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created

Topper

  • Colonist
  • ***
  • Posts: 234
  • Refugee
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #98 on: August 31, 2015, 03:33:25 AM »

is the sledgehammer compatible with the romance mod?
Logged

TheSilencedScream

  • Colonist
  • ***
  • Posts: 300
  • Cynical Masked Marauder
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #99 on: August 31, 2015, 09:36:58 AM »

is the sledgehammer compatible with the romance mod?

Best quote I've seen in a while. Thank you.
Logged
is the sledgehammer compatible with the romance mod?
Only in Rimworld.

LanMc

  • Colonist
  • ***
  • Posts: 112
  • Refugee
    • View Profile
    • Lans Soapbox
Re: [A12] Right Tool For The Job (v1.14)
« Reply #100 on: August 31, 2015, 10:37:39 AM »

is the sledgehammer compatible with the romance mod?

LOL!
Logged
Hi, my name is Lan and I am a Rimworld addict...

Pactrick Willis

  • Drifter
  • **
  • Posts: 91
  • Minstrel with a frail bad back and 2 cataracts.
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #101 on: March 15, 2016, 11:52:58 PM »

Is it a Bug or a feature that raiders come equipped with axes?

Wivex

  • Colonist
  • ***
  • Posts: 156
  • Rimworld Enthusiast
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #102 on: March 16, 2016, 02:28:02 AM »

A feature, i think. Since all tools are considered weapons, so some pawns can spawn with them. ItchyFlea needs to change tools tags to change that.
Logged

Grimandevil

  • Colonist
  • ***
  • Posts: 213
  • Refugee
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #103 on: March 16, 2016, 03:39:50 PM »

they coming for your woods!
Logged
welcome to the Rimworld - a world full of cannibal drug-addicted psychos, but free of vegetarians.

ItchyFlea

  • Who's a good kitty?
  • Administrator
  • Planetologist
  • *****
  • Posts: 1908
  • Psychotic Squirrel
    • View Profile
Re: [A12] Right Tool For The Job (v1.14)
« Reply #104 on: March 16, 2016, 09:56:51 PM »

It's intended for raiders to come equipped with the basic tools (axe, hammer and pickaxe), as I feel they work well as improvised melee weapons.
Logged
All my mods are licensed under a Attribution-NonCommercial-ShareAlike 4.0 International
Ask for permission before using in ModPacks

Click here for a list of the mods I've created
Pages: 1 ... 5 6 [7] 8 9 ... 11