Any new animals included? Besides the cats.... Love mods like biodiversity just for varieties sake
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#2
Outdated / Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
October 03, 2015, 12:17:50 AM
That's awesome! Can the new update be added to a save game? Or does it require new colony?
#3
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2c: Vengeance (01/10/15)
October 02, 2015, 07:55:15 PM
Awesome! What about the hauling mod? And can you buy the cleaning and hauling bots from traders? Sorry new to the pack and couldn't find info on it 😁
#4
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.2c: Vengeance (01/10/15)
October 02, 2015, 01:22:04 PM
Any plans on adding the M&CO outpost mod?
#5
Outdated / Re: [A12d] Tools for haul. Animal will help us! V1.5a 01-10-2015
October 01, 2015, 01:17:41 AM
So what are the benefits to riding the animals? Do they move faster then the colonists do on foot? Animals block the rider from being shot? Just curious to the purpose, love them regardless 😍
#6
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
September 30, 2015, 01:59:15 PM
So when are you planning your first release? Days? Weeks? Ect. Just curious
#7
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
September 30, 2015, 10:42:28 AM
Also bookmarked! Sucks how it all panned out... This modpack is what keeps me coming back to rimworld, goodluck on maintaining this beast! PS: add combat realism 😝
#8
Outdated / Re: [A12] Combat Realism v.1.4.0 (26.09.15) Suppression
September 29, 2015, 03:03:58 PM
Can you add this to old saves? Or does it require a new colony?
#9
Outdated / Re: [A12d] Infusion - Equipment enchantment (13-09-15 v31a)
September 24, 2015, 11:14:04 PM
Just wanted to quickly say I love your mod and thank you for all the hard work, myself and many others in sure really appreciate it, good job on making a great game better
#10
Outdated / Re: [A12] RimBeast(v0.12): Another hive (21/09/15)
September 21, 2015, 06:22:58 PM
LOVE the new additions, Agree with the armor and weapons being made out of the shells would be really cool, This is my new favorite mod to follow! Keep up the good work )
#11
Off-Topic / Re: Writing a story
September 21, 2015, 06:07:54 PM
I would say its a lot like game of thrones with the characters and different factions, But the creatures are much more fantasy based, We have about 120 pages complete if you'd like to beta read. I can send you the google docs if you would like to be able to comment and add suggestions to the story (Which requires an email Address) or I can can just PM you chapters if you just want to read and give your overall thoughts? Both help
#12
Outdated / Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
September 16, 2015, 07:17:47 PM
So only 1 stat can take priority?
#13
Outdated / Re: [A12d] AutoEquip - Choose Apparel order by Stats! - Better scaning.
September 16, 2015, 04:35:17 PM
How long does it take for a pawn to scan? I've set a colonist to have all the recruiting/speech buff options and he doesn't change any clothing? I have a cowboy hat in the stockpile that is better then the beret he has but won't equip it? Just confused on how it works exactly
#14
Outdated / Re: [A12] RimBeast(v0.111): The hunt begins. (14/09/15)
September 14, 2015, 03:19:37 PM
So what's the next creature you have planned? And just curious what are the stats of day a raptor compared to a husky? Is there any large benefit to taming one? Fast speed for chasing down fleeing enemies for example?
#15
Outdated / Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
September 14, 2015, 03:17:49 PM
So how's that mutant faction coming along??