No, Thank YoU
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#1
Outdated / Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
May 30, 2017, 05:21:32 PM #2
Outdated / Re: [A17] Rue's Tribal Essentials and mini mods (Tribal stuff, Poker, Packed Lunch)
May 30, 2017, 02:41:04 PM
are the tribal planet dropbox link updated? because im having problem with the crashed ship event.also i have a question do mechanoid raid happen in tribal planet mod ?
#3
Releases / Re: [A16] EPOE Hardcore Version - 1.55 (Jan 29th, 2017)
February 01, 2017, 10:13:26 AM
aight got it
#4
Releases / Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
February 01, 2017, 05:05:45 AM
hello rah i have a question ,how can i fix frail?
also i can build animal prosthetic bench but i can't craft anything
also i can build animal prosthetic bench but i can't craft anything
#5
Releases / Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
January 27, 2017, 08:33:15 PM
hello rah can you make epoe hardcore patch just for asari thank you
#6
Outdated / Re: [A15] [All Helpful Bots Mods] Realistic Darkness [&Lighter V]
January 13, 2017, 07:26:36 AMQuote from: joaonunes on January 13, 2017, 05:52:56 AM
For those who want the A16 version but don't use steam:
Go to Hardcore SK Project, download the mod and put only the Darkness-SK folder into your mods folder. It should work just like that.
Just a workaround while he does not update the mod in the forums
https://www.youtube.com/watch?v=oXJvOJNUlCs&ab_channel=LeandroLopes
#7
Outdated / Re: [A16] Metro Armory, Ushanka!, Vanilla-like wheat, Stuffed Vents
January 12, 2017, 04:47:26 AM
love the mod dude ,cant play rimworld without it
#8
Releases / Re: [A16] Call of Cthulhu - Rim of Madness Expansion Pack
January 10, 2017, 12:02:14 PMQuote from: Nanao-kun on January 10, 2017, 01:11:31 AMthanks for the tips , so when the "event" occur draft all of your pawn to get inside the base and wait with a shotgun or a grenade is the way to kill itQuote from: A NaCl N Battery on January 10, 2017, 12:49:07 AM
Is there any advice on how to deal with the star vampires? My turrets and colonists lock on when they are invisible and fire, but it doesn't take any damage.
So far whenever it shows up, I resort to just going into debug and destroying the thing. Since it can kill a power armored colonist before they can even move away from it. I want to have a chance at fighting it, without it resulting in me automatically losing a colonist.
I don't mind if they die in fights, but it just feels like the vampire is an instant colonist loss whenever it shows up, not like there is a chance to win against it. Unless i'm missing some tactic.
I've found that it becomes visible if you're within two tiles of it, meaning if you're behind a wall and door, you can decloak it from the other side of the door it's attacking and then get ready to kill it. If a pawn is way out in the open though, not much you can do.
#9
Outdated / Re: [A16] Hygiene (2017-1-8)
January 09, 2017, 03:42:42 PMQuote from: Love on January 09, 2017, 10:02:55 AM
Could you do a version of this mod where you just add the shower and bath as joy activities? I'm not sure if I want to fully invest in the hygeine mechanic.
Quote from: Psychology on January 09, 2017, 10:04:55 AM
Sure, I could probably do that.
would love that
#10
Outdated / Re: [A16] Mazacik's mods
December 23, 2016, 03:38:08 AM
how did you install optional torso health buff ? replace the original No Rng In Death or put in as a new folder/mod
#11
Outdated / Re: [A13] Rimworld Westernization Project (v1.01) (4.5.2016)
May 07, 2016, 11:48:25 AM
freaking loves the mod dude, keep it up! btw wheres the double barrel shotgun ?
#12
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
April 28, 2016, 10:08:58 AMQuote from: Grogfeld on April 28, 2016, 10:02:58 AMwell i didnt restart it after i activated the mod ,thanks for the reply dudeQuote from: Madpizzaboy on April 28, 2016, 09:15:18 AMIf you start without EdBPrepareCarefully you have only survival rifle with full magazine in it so don't be crazy with it
i cant find any ammo at the beginning , also there's a loadout generator error when i checked on visitor gear
For the error issue make sure that you properly loaded this mod. CCL first and then vanilla tweaks and right after CR. Also every time you add a mod you MUST restart the game. I don't think that this mod is save friendly so if you have old colony you shouldn't play it with this mod. If that won't help maybe attach a output_log.txt, it's in RimWorld1135Win_Data folder, when this error occur.
For you guys who have pawn running with food like a dog after tail see if your bulk stat in gear tab is sufficient remember that fine meal have 3 bulk so if pawn try to put it in backpack (vanilla mechanics) it will drop it because it doesn't fit. Just drop some ammo (you don't need 300 bullets for your revolver ) and it will be OK.
#13
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
April 28, 2016, 09:15:18 AMQuote from: Grogfeld on April 28, 2016, 09:00:24 AMi cant find any ammo at the beginning , also there's a loadout generator error when i checked on visitor gear
I love new ammo mechanics! It feels good when you start with this one rifle and only few bullets so, to preserve it for dark moments, right on start you just MUST create bow and arrows to hunt. It's something that give new place for archaic weapons in this game. I never used bows, shivs and knifes but now? When I hunt and my pray is downed just switch to knife and finish it without loosing ammo. Of course it's at beginning when you have few pawns and time to micromanage everything because there is nothing to do.
Also volley of arrows to suppress someone charging at you. Now we need polybolos as an early turret
#14
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
April 28, 2016, 05:51:05 AM
does the latest version of this mod work with the latest version of Expanded Prosthetics and Organ Engineering?
#15
Outdated / Re: [A13] Combat Realism v.1.6.1 (26.04.16) A13 Pre-release: Bug fixes
April 26, 2016, 01:48:44 PM
does ammo suppose to fall with the colonist in the beginning or not ,because i cant find one
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