Quote from: Redfire1200 on March 12, 2019, 04:08:50 PMThank you very much and +1 to Carma. I really used exactly this mode previously. Very useful one.
For number 7 I recommend the misc training
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#1
Mods / Re: [Mod Request] Some useful mods I not found
March 12, 2019, 04:18:44 PM #2
Mods / [Mod Request] Some useful mods I not found
March 12, 2019, 03:49:20 PM
Hello.
I really like useful mods I can find here.
But I can't find some useful mods. Some of them I used previously at a18/a19.
Please help me to find it'
1) Mod that allow to stock clothing. Like pants, shirts, etc. I want to use crates to storage 5-10 of items at 1 tile. Previously I used such mod. But now I can't find it.
2) Mod that gives possibility to make some more powerful weapons and armors than vanilla. But not such overpowered as at all the "glitterworld" weapons and armor mods. I mean abot 5-10% more powerful than vanilla energy lance.
Seems for now I can use just
3) Personal combat shield that allow to use ranged weapon. Also used it previously. But can't find for now.
4) Power shield that protect area from raiders pod dropping. I mean exactly power shield but not just free ability to block such kind of atacks. Can't find it again .((
5) One of te most important. Disallow the "mad animal" encounter. I mean this is really annoying when just 1 rabbit or rat goes mad. I need to make my pawns to defend from it when it's not an real threat.
6) Medical skill training with the corpses. Previously I really like this mod. When my doctors can autopsy corpses and raise medical skills. Really fine.
7) Also shooting targets and meele skill raisers.
Will say to you "thank you very much" and add +1 to your carma.
I really like useful mods I can find here.
But I can't find some useful mods. Some of them I used previously at a18/a19.
Please help me to find it'
1) Mod that allow to stock clothing. Like pants, shirts, etc. I want to use crates to storage 5-10 of items at 1 tile. Previously I used such mod. But now I can't find it.
2) Mod that gives possibility to make some more powerful weapons and armors than vanilla. But not such overpowered as at all the "glitterworld" weapons and armor mods. I mean abot 5-10% more powerful than vanilla energy lance.
Seems for now I can use just
3) Personal combat shield that allow to use ranged weapon. Also used it previously. But can't find for now.
4) Power shield that protect area from raiders pod dropping. I mean exactly power shield but not just free ability to block such kind of atacks. Can't find it again .((
5) One of te most important. Disallow the "mad animal" encounter. I mean this is really annoying when just 1 rabbit or rat goes mad. I need to make my pawns to defend from it when it's not an real threat.
6) Medical skill training with the corpses. Previously I really like this mod. When my doctors can autopsy corpses and raise medical skills. Really fine.
7) Also shooting targets and meele skill raisers.
Will say to you "thank you very much" and add +1 to your carma.
#3
Releases / Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
March 12, 2019, 04:17:47 AM
Hey Rah. I see that you added some organs adapting. I mean that I got "synthetic kidey (adapting)" when I installed synthetic organs.
But can it be healed or will pass after some time?
Upd:
Seems that gone in 2 days.
But can it be healed or will pass after some time?
Upd:
Seems that gone in 2 days.
#4
Outdated / Re: [A17] Skullywags Misc mods - Storage (UPDATED), Vents, coolers, Fabrics updated!
March 10, 2019, 12:29:53 PM
Hey, skullywag, update additional lightings and other mos to v1.0 please. I really love your mods. But seems they are outdated..
#5
Releases / Re: [1.0] Zetrith's Multiplayer
March 10, 2019, 09:47:37 AMQuote from: Bozobub on March 09, 2019, 11:01:56 PMBut will I able to make trade with another colonie thru the comms console like in Phi?
Separate colonies? AFAIK yes. Separate factions? Nope.
#6
Releases / Re: [1.0] Interaction Bubbles (v1.5) - A quality of story mod
March 09, 2019, 05:02:43 PM
Looks nice. But how about perfomance?
#7
Releases / Re: [1.0] Hardcore Armors - 2.2 (Oct 17th, 2018)
March 09, 2019, 04:39:56 PMQuote from: Rah on October 17, 2018, 04:30:24 PMHi. Is it still possible to use amor just with melee weapon cause of power shield?
updated for 1.0
#8
Releases / Re: [1.0] Zetrith's Multiplayer
March 09, 2019, 02:04:10 PM
Is it possible to use this mod like Phi client? I mean to play at one server with anoter players and just trade with them but not to play at 1 colony with them.
#9
Releases / Re: [1.0] ED-EnhancedOptions 1.0.0.0 (2018-10-19)
March 09, 2019, 12:03:28 PM
Hey. I used this mod at a18. That worked nice. But now I see that my plants steel asleep at night not even cause of I turned 24H grow option. Do I need to install additional mods?
Or do I need to restart my game?
---
Upd. That was my mistake. I not restarted game beore use.))
Or do I need to restart my game?
---
Upd. That was my mistake. I not restarted game beore use.))
#10
Releases / Re: [1.0] [ADDON] Advanced Bionic Jaw for RBSE
March 09, 2019, 08:52:17 AM
What's the stats of this Jaw?
#11
Releases / Re: [1.0] Spoon's Mods (A Dog Said, Rimkea, Fashionrimsta, Gourimet, Hair Mod etc..)
March 09, 2019, 08:32:14 AM
Are "A Dog Said... Animal Prosthetics" now works food with RBSE bionics? Previously that worked good just with EPOE which I don't use.
#12
Releases / Re: [1.0][B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
March 09, 2019, 08:11:03 AM
I used them at a18. But rollers made too much trouble for game perfomance. Are that problem fixed at 1.0?
I really loved industrial rollers. But it's impossible to use in late game while they doing so big perfomance leak.
I really loved industrial rollers. But it's impossible to use in late game while they doing so big perfomance leak.
#13
Releases / Re: [1.0] Dingo's Mods - 03 Nov - Added ModManager Manifests
March 09, 2019, 07:56:01 AM
Dingo. I love your mods.
ould you please update @Autoclose Event Notifications@ to 1.0?
ould you please update @Autoclose Event Notifications@ to 1.0?
#14
Releases / Re: [1.0] RPG Style Inventory [V3.0] (25/12/2018) | UI mod
March 08, 2019, 07:21:30 PMQuote from: Dr_Zhivago on March 08, 2019, 05:37:17 PMSeems the problem was that I wrong unpacked the Mod. For now I fxed itand see that it's really more comfortable to use RPG-like inventory wiev.Quote from: Mosart on March 08, 2019, 12:51:51 PM
I really like this idea. But seems mod not working at me
That's not a very useful comment to make. If you want help you need to describe your issue and provide an error log. If you have HugsLib, simply press CTRL + F12 in-game and paste the link. If HugsLib doesn't work, press Ctrl + F12 + Alt at the same time and paste it into https://pastebin.com/
#15
Releases / Re: [1.0] [KV] Hand & Footwear [ModSync RW]
March 08, 2019, 03:45:33 PMQuote from: Mosart on March 08, 2019, 03:34:02 PMSorry. I found my mistake. Your mod works goot. Ths for it.
Hey, Kiame, seems like pawns don't wont to weat foots and gloves. So I need to force them any time. May be thi is the compability issue?