Bread with Rum sounds "kitchen" enough.
I'd say we have much more serious problem.
There is no boobs.
Search found 16 matches
- Mon Nov 18, 2013 6:07 am
- Forum: Feature Requests
- Topic: Skill for carrying heavy things.
- Replies: 11
- Views: 2954
Re: Skill for carrying heavy things.
IMO, a swordfighter is nowhere near bodybuilder. Not untill it's some kind of duelist with "One hit - one kill - two days of rest" kind of guy. Meelee fighters are either about endurance, which is very close to carrying stuff around (carrying your heavy armor weighting 30kg and fighting in...
- Fri Nov 15, 2013 12:55 pm
- Forum: Feature Requests
- Topic: Skill for carrying heavy things.
- Replies: 11
- Views: 2954
Re: Skill for carrying heavy things.
"Need moar skillz!" CarryHeavyStuff WieldHeavyStuff TradeHeavyStuff CraftHeavyStuff BuildHeavyStuff And few more attributes, as in Strength, Might and Power. j/k. I agree with guys. There is already an attribute to carry stuff - Strength. And a skill to use Heavy Weapons. Seems enough so f...
- Thu Nov 14, 2013 6:56 am
- Forum: Feature Requests
- Topic: Animals and Wild Life
- Replies: 22
- Views: 6238
Re: Animals and Wild Life
"Hunters hunt, because they FEAR their prey." -gotta wright it down somewhere. And yes, Xen sounds russian, just like me :) Mountain lions (as in puma, cougar, and catamount) wouldn't survive in current Kenshi mountain biomes we can see, because of lack of prey. No grass, close to no trees...
- Wed Nov 13, 2013 12:00 pm
- Forum: Feature Requests
- Topic: Mages, undead, skeletons. + some general weapons
- Replies: 13
- Views: 3758
Re: Mages, undead, skeletons. + some general weapons
non-fantasy more legend based "magic" such as Ninjitsu shadow magic and Ki force? Such would certainly fit the Kenshi "mood" I thought Kenshi is about "fallout in the east". Though it's difficult to say for sure, because only source of "mood" i'v seen from de...
- Wed Nov 13, 2013 11:55 am
- Forum: Gameplay
- Topic: Creating a Store in Update .50
- Replies: 12
- Views: 3977
Re: Creating a Store in Update .50
- you made my day there.Kent_Lang wrote:traders guild traders who trade
And yes, problems with trading = problems with pathfinding in my experiments too.
- Sun Nov 10, 2013 6:31 am
- Forum: Modding
- Topic: regarding custom meshes ingame
- Replies: 1
- Views: 1115
Re: regarding custom meshes ingame
The same problem here with buildings. Blender 2.69 with latest Blender2Ogre exprorter - and all my MESHes with textures are invisible. Thought they exist in game, people are running "around" those things, putting resources in and taking out.
- Fri Nov 08, 2013 4:42 pm
- Forum: Modding
- Topic: Modding tools request
- Replies: 3
- Views: 1277
Re: Modding tools request
A bit of more digging in FCS brought me to understanding, that buildings consist of "building parts", which have needed mesh attributes to add fresh new models. Updated OP.
- Fri Nov 08, 2013 10:55 am
- Forum: Gameplay
- Topic: Question on workbench
- Replies: 7
- Views: 1594
Re: Question on workbench
You mean Research Workbench III? In order to place it you'v gotta research House or Large House in "Core" tab. Or, i'v heared, you can place that workbench in one of bigger houses, bought in towns.
- Fri Nov 08, 2013 6:21 am
- Forum: General
- Topic: totalylost
- Replies: 3
- Views: 1191
Re: totalylost
1. Find a trader in any town with "building materials" thingy and some blueprints. 2. Buy "outpost startup kit" or something similiar blueprint from him. 3. Right-click blueprint so it gets researched instantly. 4. Buy some building materials and start building. To advance furthe...
- Fri Nov 08, 2013 12:41 am
- Forum: Modding
- Topic: Modding tools request
- Replies: 3
- Views: 1277
Re: Modding tools request
You should create new file, save in data folder and then in FCS pick gamedata together with your mod. All cnages will be saved as mod. And id like to have an ability to: 1. Create all-new buildings (id build special machine for expanding defence, as dummy); 2. Ability to directly open map in FCS an...
- Thu Nov 07, 2013 8:00 pm
- Forum: Modding
- Topic: Modding tools request
- Replies: 3
- Views: 1277
Modding tools request
Today i started some works on modding and find out few things preventing from getting all the pleasure: 1. GUI. Please, "externalise" whole GUI thingy if it's not against all your legal stuff. - I was going to tweak things, fonts, add some textures and layouts for my buildings in mod and f...
- Thu Nov 07, 2013 10:52 am
- Forum: Feature Requests
- Topic: Quests/RPG/Diolauge Trees? Your Ideas?
- Replies: 7
- Views: 2733
Re: Quests/RPG/Diolauge Trees? Your Ideas?
I prefere when it is like that 1337 (what a weird nickname, he must be a borg.. ) http://www.urbandictionary.com/define.php?term=eleet And yeah, player not being a center of universe is what brought me to Kenshi. Aaand dev's smart mind, which added MOD official constructing utility even to pre-alph...
- Thu Nov 07, 2013 10:43 am
- Forum: Modding
- Topic: My first model (blender).
- Replies: 7
- Views: 3761
Re: My first model (blender).
I see some inhuman ergonomics on that grip. Also, if that thing is meant for stabbing - it's too wide at main part. If it's meant for cutting (slashing?) - that narrow end will break for sure. P.S. I can't understand, why when it goes about swords, most people see "cloud's buster". Which i...
- Thu Nov 07, 2013 8:31 am
- Forum: Feature Requests
- Topic: Quests/RPG/Diolauge Trees? Your Ideas?
- Replies: 7
- Views: 2733
Re: Quests/RPG/Diolauge Trees? Your Ideas?
Ahh, those people wanting to turn sandbox into RPG keep amasing me. ... almsot as people trying to turn RPG into sandbox ; ) IMHO, more quests in sandobx = less sandbox in sandbox. I'd prefer getting faction standings trough trading, killing enemy faction members, healing wounded members and so on. ...
- Thu Nov 07, 2013 8:07 am
- Forum: Feature Requests
- Topic: Horses!?!?!
- Replies: 2
- Views: 713
Re: Horses!?!?!
Your thoughts? There is already M&B for most of your needs. About mounts - camels sound more suitable (for current biomes i'v seen at least). Some human-driven wheelcarts as a tool for trading and hauling would be mostly welcome, if non-human actors are not planned to be implemented in ages (as...