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Messages - macbuk

#1
Ah, I see, all is clear now. :D

One more question though - do integrators stack with tool cabinets?
#2
Releases / Re: [1.0] Patched mods
June 26, 2019, 05:57:36 AM
When mending complex apparel, the apparel gets destroyed instead. Every time.
#3
I need to ask, as I'm not sure if I understand the way the mod works correctly. So I have built a GlitterNet Hub, a basic Processor and a few Integrators. Now, do I need to somehow connect various workstations to the network? Or are the integrators only supposed to be connected to the hub and it increases stats globally? I tried connecting workstations to the network or building the integrators next to them, but the only building I can connect them to is the Hub. Is this the way this mod is supposed to work?
#4
Releases / Re: [1.0] A RimWorld of Magic
March 28, 2019, 10:46:51 AM
Same error here, probably with some food from Vegetable Garden

EDIT: The problem seems to be honey from RimBees
#5
Releases / Re: [1.0] automatic Rimworld mod sorter
March 28, 2019, 08:29:43 AM
Is there any way to modify the game path? I have my Rimworld copy installed on another drive (SSD) while it searches for it on my primary drive (HDD) steam location and I'd like to keep it that way to avoid overly long loading times.
#6
Releases / Re: [1.0] A RimWorld of Magic
July 13, 2018, 06:23:04 AM
Are the minions supposed to move at 0.15 c/s? There is a bunch of errors in the console with the minions, and their health seems to reduce their base move speed of 4.00 c/s to 0.15 c/s.
#7
Not sure if it's a bug with all ranged weapons, but TE storm cannon is not considered a ranged weapon by the game and disallows hunting.
#8
I suggest not posting on the forums if you can't take critique, not every negative remark is being an ass. As I said, I have nothing against your mod - there are just better alternatives and I would suggest making your mod unique so people like me will have a reason to try it out.
#9
Quote from: wolfsilver00 on May 16, 2018, 12:08:02 PM
Quote from: macbuk on May 16, 2018, 04:30:38 AM
Well, there are mods which do exactly the same already, so...

There are also like 10 mods adding weapons.. What's your point?
Also, you need 2 different mods to get something similar to mine.. Which does it in one and is also tiered, not only one level like the tilled soil mod..

Anyways, thanks for checking it out!

Pretty sure Fertile Fields does exactly that and has been around for quite some time. Also each weapon mod is somewhat different.

Anyway, hope it evolves into something more some day.
#10
Well, there are mods which do exactly the same already, so...
#11
Outdated / Re: [B18] Mechanite weapons 1.0
May 12, 2018, 02:44:48 PM
As stated above - if you want people to download your mod, add some pictures and a detailed description. It's really not that much work.
#12
The bulk/mass system stopped working after one of the lastest updates, now pawns just carry 75 of anything, no matter what.
#13
Anybody came across their terraforming slowly turning back to the original terrain? I keep laying down rich soil on my farm, yet with time it keeps reverting to regular soil and destroying my crops such as tomatoes, grapes etc.
#14
Nice! Any ETA on the update?
#15
Releases / Re: [B18] A RimWorld of Magic
March 31, 2018, 01:44:00 PM
Quote from: coldcell on March 31, 2018, 12:16:51 PM
I don't know if this is a dumb question or not, but is this mod compatible with CE? I'm not sure if the abilities added to the game will conflict with CE or not.
Works just fine, I'm using it with Hardcore SK which uses CE and there are absolutely no conflicts that I've noticed.