is there any way to modify spawn rates for biodiveristy mobs? like the rimdogt and spindlecrab, mosquito etc etc, if so how do i go about doing it?
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Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 27, 2016, 03:04:37 PM #2
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 26, 2016, 10:13:57 PM
Also whats the deal with crash landing being in the 'other' folder? is it broken right now or something so isnt to be put with the other mods? i left it in the seperate folder as didnt wanna mess with it but the mod sounds like it adds a cool way to start a colony

#3
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 26, 2016, 08:37:37 PMQuote from: Edgewise on March 26, 2016, 08:24:11 PMdefinitely no area restriction, fresh install of both the pack and rimworld, interesting thing ive found is when set to non manual priority (the one with just ticks not 1-4 numbering) they seem to work fine? which is rather irritatingQuote from: Jakey52 on March 26, 2016, 07:32:09 PM
Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L
Possibly an area restriction or something else? If not, sounds like a corrupted file or conflict.
Update: after i bumped mining up in the priority tree (priority details tab) my colonists seem to do it without issue and now seem to be doing other jobs normally too? rather odd
#4
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
March 26, 2016, 07:32:09 PM
Anyone know why my colonists refuse to mine at all? they have their priorities set to mine as main priority (Manual 1 everything else set lower) and they ignore the mining jobs, and when i set them to force mine they do one block and then stop and go back to idle state as if they dont have any jobs to do :L
#5
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
October 03, 2015, 07:27:09 AM
Gentle i believe the person mentioning droids is referring to the droids from MD2 (they weren't added previously due to apparently being incompatible with the mods and there was no patch made at the time)
#6
Outdated / Re: [MOD PACK] (Alpha 8) Epyk Pack 1.18y[More balance!]
February 22, 2015, 10:00:28 AM
Any chance veinminer could be added? for those pesky ore blocks that you sometimes dont tag/thought you have just to find out you havent?

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