Thank You!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#2
Unfinished / Re: [1.0] Gen-spliced Xenohumans
July 22, 2018, 07:49:06 PM
I just wanted to say that i find this idea interesting.
For me aliens really dont fit (i just find it refreshing) in Rimworld, but this type of approach is very interesting and sci -fi ish. It could be incredible way to bring even more variation and character to pawns.Without straying away from current theme.
Good Luck !!!!
For me aliens really dont fit (i just find it refreshing) in Rimworld, but this type of approach is very interesting and sci -fi ish. It could be incredible way to bring even more variation and character to pawns.Without straying away from current theme.
Good Luck !!!!
#3
Mods / Re: performance
February 22, 2018, 02:31:55 PM
Yea i mostly dont use these types of mods , but I usually change some mods in between playtroughs, and wanted to try these 2.
Was just a bit worried about the amount of clutter they have. It actually runs pretty well.
Edit: i have actually done little bit xml edit but its very hard for me i have bad concentration skill
I did bordercollie for a16 (my gf made textures after my parents dog) and some reskins (of vanilla) for powerarmor and some weapons using other modders assets for personal use.I will probably update them for myself atleast when 1.0 hits
Its really cool feeling tho when you make something like this.
Was just a bit worried about the amount of clutter they have. It actually runs pretty well.
Edit: i have actually done little bit xml edit but its very hard for me i have bad concentration skill
I did bordercollie for a16 (my gf made textures after my parents dog) and some reskins (of vanilla) for powerarmor and some weapons using other modders assets for personal use.I will probably update them for myself atleast when 1.0 hits
Its really cool feeling tho when you make something like this.
#4
Mods / performance
February 20, 2018, 08:45:01 AM
Hello im starting new game next weekend and i wanted to try 2 big new mods i havent tried yet.
Medieval Times and Project Fallout (huuuuuuge fan of Fallout 1-2 here).I think they bouth have dirty looking (in good way) graphics, witch compliment eachother.
I was thinking if there is a point to use Rimfire mod to disable a bunch of clutter weapons these both mods have. Will it increase performance(less weapons)? or decrease(more mods in total)?(im already running like 50 mods)
Its kinda more of a curiosity question about how rimworld works and sorry for my bad english.
Medieval Times and Project Fallout (huuuuuuge fan of Fallout 1-2 here).I think they bouth have dirty looking (in good way) graphics, witch compliment eachother.
I was thinking if there is a point to use Rimfire mod to disable a bunch of clutter weapons these both mods have. Will it increase performance(less weapons)? or decrease(more mods in total)?(im already running like 50 mods)
Its kinda more of a curiosity question about how rimworld works and sorry for my bad english.
#5
Mods / (Mod Request)no research
February 15, 2018, 06:49:43 PM
Can someone make a mod, so you can start a game as crashlanded (new arrivals faction) with no research?
cheers
cheers
#6
Unfinished / Re: [B18] Children and Pregnancy - v0.4e (2018/Jan/29)
February 01, 2018, 03:53:11 AM
Hey guys, this is one of my favorite mods!
But i cant seems to get this to work with zombieland (wanted to try that mod) all zombies hairs are rendered too low(shoulder height).
After disabling some mods i singled it out to children and pregnancy, anyone know i i can fix it or should i forget this idea?
Thx!
But i cant seems to get this to work with zombieland (wanted to try that mod) all zombies hairs are rendered too low(shoulder height).
After disabling some mods i singled it out to children and pregnancy, anyone know i i can fix it or should i forget this idea?
Thx!
#7
Releases / Re: [B18]Mods Revived - hope all works fine?
January 26, 2018, 06:41:55 AM
hey thx for quick reply!
Seem a bit op, but im still intrested in the active/inactive wall.
I wonder what i can come up with it
Seem a bit op, but im still intrested in the active/inactive wall.
I wonder what i can come up with it
#8
Releases / Re: [B18]Mods Revived - hope all works fine?
January 26, 2018, 03:25:27 AM
Active wall looks cool, reminds me of terraria Going to try out after work.
1 question about embrassures, how much % cover they have and are they passable like CE embrassures?
1 question about embrassures, how much % cover they have and are they passable like CE embrassures?
#9
Mods / Re: [Mod Request] 2 Tile Wide Doors
January 26, 2018, 02:57:10 AM
http://steamcommunity.com/sharedfiles/filedetails/?id=1255681851 mechanical defence series updated on steam by someone havent tried myself yet. Mechanical walls part : http://steamcommunity.com/sharedfiles/filedetails/?id=1258261161
#10
Releases / Re: [B18] Clutter ("Almost squirrel proof" January 18, 2018)
January 22, 2018, 02:20:49 AM
hello, i recently discovered clutter hands (so cute!), was wondering if anyone knows more compatible weapons mods , besides CE and rimfire.
Thx
Thx
#11
Outdated / Re: [B18] Nature's Pretty Sweet: Weather and Environment Mod
January 20, 2018, 02:26:22 AM
@carpediembr it does, i downloaded it yesterday and got massive fps drops esp.
On a side note, tho it looks stunning, really tempted to still try it out !!!
On a side note, tho it looks stunning, really tempted to still try it out !!!
#13
Releases / Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
January 17, 2018, 12:55:33 PM
Thx Maeyanie,
I quickly tested couple Rimsenal weapons after i got home from work ,didnt get any errors.
Thought maybe someone has ongoing game with said mods and could comment .
I quickly tested couple Rimsenal weapons after i got home from work ,didnt get any errors.
Thought maybe someone has ongoing game with said mods and could comment .
#14
Releases / Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
January 17, 2018, 07:40:07 AM
Hello!
I wanted ask about compatibility.
Im planning a playthrough with CE and found a version that works with b18
Are these mods marked as compatible in OP , still compatible? the mods are:
Fashionrimsta, Zombieland , simple sidearms, Rimfire and clutter hands.
Sry for my english its my work pc and autocorect is set to my native language.
I wanted ask about compatibility.
Im planning a playthrough with CE and found a version that works with b18
Are these mods marked as compatible in OP , still compatible? the mods are:
Fashionrimsta, Zombieland , simple sidearms, Rimfire and clutter hands.
Sry for my english its my work pc and autocorect is set to my native language.
#15
Releases / Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
January 09, 2018, 10:03:46 AM
Hey awesome mod!
But backpacks on thin pawns go, over they face when they are standing towards you. I thought it has something to do with facial stuff, and ignored it, but i see here on forum, other people have same problem. (only on thin pawns for me).
Awesome mod again and my English sucks
But backpacks on thin pawns go, over they face when they are standing towards you. I thought it has something to do with facial stuff, and ignored it, but i see here on forum, other people have same problem. (only on thin pawns for me).
Awesome mod again and my English sucks