Just like CEPMatos said - something is broken. Doesn't work alone nor with libraries.
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#2
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
June 16, 2018, 11:17:06 AM
The same here. I hate these weird feet stuff :|
#3
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
February 04, 2018, 06:42:27 AM
My game crashes after when I try to assault enemy base...
#4
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
September 26, 2017, 10:34:35 AM
@killermen962: Yup. Happen to me like 4 times...
Ive got also caravan bug with my T-800... While on the way he needs food (which he obviously shouldn't) and he can starve to death
//edit//
Looks like my poor lab hamster has fallen into two comas at once... BUT he is awakening from one of them
[attachment deleted by admin: too old]
Ive got also caravan bug with my T-800... While on the way he needs food (which he obviously shouldn't) and he can starve to death
//edit//
Looks like my poor lab hamster has fallen into two comas at once... BUT he is awakening from one of them
[attachment deleted by admin: too old]
#5
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
September 24, 2017, 04:45:13 AM
After reload my T-800 has unlocked all skills with 14 lvl (20 in shooting and melee).
Also I've noticed that skip doesn't work as intended (I guess...)
[attachment deleted by admin: too old]
Also I've noticed that skip doesn't work as intended (I guess...)
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#6
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
September 22, 2017, 10:29:13 AM
Executing and dissasembling of prisoners is way too harsh on humors.
E.g. After a raid 4 of my colonists were injured (lost one eye, one liver and few fingers - total of 5-6 body parst) so naturally since I'm at early tech level I've captured 2 or 3 raiders to 1. harvest organs to replace lost ones and 2. make them work for me.
After 1. I had great humor loss which caused some of my colonists to break because "we are EVIL people who harvest organs from people who can't do anything about it!"..... IMHO this debuff should be either smaller or there should be the opposite buff for all colonists after organs replacement since "colony looks after their people" or something like that.
After I tried new prison work mod- I've decided to "motivate" my prisoners to work harder executing these prisoners who decided to stop working.... This ofc caused more of my colonists to throw tantrum because "We are EVEN WORSE because we MURDERED INNOCENT prisoner!" - Yup! the same one that tried to kill all of us few days ago...
I feel it'd have more sense to give slight humor bonus on serving justice to a raider - since colonists don't get upset by finishing them right away(!) or leaving them on the ground to let them bleed out
E.g. After a raid 4 of my colonists were injured (lost one eye, one liver and few fingers - total of 5-6 body parst) so naturally since I'm at early tech level I've captured 2 or 3 raiders to 1. harvest organs to replace lost ones and 2. make them work for me.
After 1. I had great humor loss which caused some of my colonists to break because "we are EVIL people who harvest organs from people who can't do anything about it!"..... IMHO this debuff should be either smaller or there should be the opposite buff for all colonists after organs replacement since "colony looks after their people" or something like that.
After I tried new prison work mod- I've decided to "motivate" my prisoners to work harder executing these prisoners who decided to stop working.... This ofc caused more of my colonists to throw tantrum because "We are EVEN WORSE because we MURDERED INNOCENT prisoner!" - Yup! the same one that tried to kill all of us few days ago...
I feel it'd have more sense to give slight humor bonus on serving justice to a raider - since colonists don't get upset by finishing them right away(!) or leaving them on the ground to let them bleed out
#7
Releases / Re: [A16] Miscellaneous w MAI+Robots (V 0.16.7 / 31.01.2017)
February 21, 2017, 11:54:42 AM
Is it possible to harvest/remove Bionic BrainPal from prisoner?
#8
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
February 17, 2017, 02:49:28 PMQuote from: Zakhad on February 17, 2017, 02:41:33 PMQuote from: lordmatiz on February 17, 2017, 02:35:36 PM
Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )
There are 2 fishing piers one that can be built on mud and one that can't. Are you saying that the one that can be built on mud isn't working?
After researching 'Fishing 1' I've got Fishing pier under 'production' buildings tag. I can't build this one on mud.
#9
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
February 17, 2017, 02:35:36 PM
Can't build Fishing Pier on mud (I've got nice lake in front of my base, and can't use it for fishing ;( )
#10
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
June 16, 2016, 10:54:51 AM
Where can I get A13 version? Github shows only master branch for me :<
#11
Outdated / Re: [A13] Mechanite Augmentation Project
May 08, 2016, 11:21:38 AM
Wow I really like the idea of your mod! Awesome
#12
Outdated / Re: [A13] Combat Realism v.1.6.5 (08.05.16) Final release
May 08, 2016, 10:27:54 AM
NoImage, thanks for you hard work!
I hope, that one day you will come back to RimWorld and mod something even more awesome
I hope, that one day you will come back to RimWorld and mod something even more awesome
#13
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 07, 2016, 08:12:55 PM
Seriously you can't even read TWO last posts?
Just don't enable prepare carefully and mod order.
Just don't enable prepare carefully and mod order.
#14
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 07, 2016, 03:58:11 PMQuote from: KKorwes on May 07, 2016, 12:48:53 PM
The load time for me is roughly 5-10 minutes when starting theA13 if anyone is interested. I do have a strong gaming laptop (yes, laptop). The load time for A12D was around 30 seconds to 1 minute.
A13 version is still in dev phase.... so don't expect it to be perfect at the moment. Just open game and go make sandwich or tea
I had problems with ammo not being picked up by colonists - and looks like it's because of mod order and prepare carefully mods implemented into modpack so... yeah. Be patient
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