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Messages - Platonov555

#1
I can probably do C# and Unity. Anybody still on this thread? I'd need some info, to get plugged in.
#2
Super mod, wish this would get added to Vanilla. This and vehicles. I mean seriously, drop pods and donkeys? In what like 36th century?  ;D ;D ;D

OHU hope you update this properly. Your mod adds something real special to the game. Thanks!
#3
I just wanted to say your mods are freaking excellent. Thoroughly enjoying them. Wave
#4
Quote from: Syrchalis on July 01, 2018, 12:24:27 PM
I think this isn't working correctly. Currently I get no tradeships at all anymore in my game. In the playthrough before that the mod definitely worked.

Also all options but the global and current game trade ships disappeared (there where other options, I think caravans and so). Might be that a new RW version broke it.

doesnt work for me either, running .1948. No ships at all, no matter what I set.
#5
Any modders could help me update ED-Embrasures myself? Shouldn't be too hard, basically 1 file to edit/correct - buildings_embrasures.xml

any help appreciated, simply can't play wihtout it

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#6
Quote from: tiagocc0 on June 29, 2018, 07:50:06 PM
Don't know if this is correct/what the modder would do, but I changed this in the Apparel_*.xml files.

From: <thingDef ParentName="ArmorMakeableBase">
To: <thingDef ParentName="ArmorMachineableBase">

Factions were also giving an error because FactionBase changed name, in Factions_*.xml

From: <kindDef>FactionBase</kindDef>
To: <kindDef>Combat</kindDef>

And From: <homeIconPath>World/WorldObjects/DefaultFactionBase</homeIconPath>
To: <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>

seems to work now, thanks for help
#7
I get this error, after loading ur mod. Is this normal? Thanks

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#8
Releases / Re: [B18] Mending
June 29, 2018, 01:24:14 PM
Quote from: Kiame on June 28, 2018, 11:26:07 PM
I can see NotFood is still active on GitHub with other RimWorld mods so i can only assume this mod will get a 1.0 update.

If not, NotFood I will gladly pick this mod up for continued support if you are not planning to update it. I use it too much and I have two mods that use it as well  :D

That'd be excellent, we all appreciate you modders a lot
#9
Releases / Re: [B18] Mending
June 28, 2018, 11:21:37 PM
Will this get updated? or is it even possible, with all the changes in 1.0?
#10
wow dude, that is some excellent dlc level stuff. Keep it up! how stable is this atm? crashes common at all? or just bugs? thanks
#11
Releases / Re: [A17] Miniaturisation
June 13, 2017, 12:46:30 AM
Thanks much, this mod is pure awesome. If I was a girl, I'd give you a... hug.  ;D
#12
Thank you, by far the best storage solution out there.

Is this save game compatible? Or new game only?
#13
Great mod. One request:

Guests begin visiting too early. There should be a 4-6 month timer from game start, so that you have time to build up the basics. It's kinda annoying to have to feed, house and entertain 10-12 guests, when you got urgent stuff to take care of early game.
#14
really cool stuff, thanks for your time.

Will you ever add more armors? Like maybe a light power armor variant? Or basic combat set, with good stats and graphics? Seems like you know this stuff very well.

PS. And it seems youre the only modder to specialize in armors.
#15
One of the best mods, felt like game was missing these really bad. Houses felt empty.
Keep it up! And thanks for your time.

2 questions:

1. Is there a simple guide to building these systems? I don't understand how all these pieces fit together, to make it work. Like where do I place treatment tanks, for example? Or whats the right way to lay pipelines?

2. Feels like the major piece that's missing is central cooling system. Any plans to implement that?

Such an excellent, real content mod. Again, thanks.  :D :D :D