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Messages - WolfgangPolska

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Can we get power-free version for  medieval/tribal runs?

I play the game since very  first alphas began to pour out. And since like Alpha 17 i cant play without mods. It is just unbearable for me, every 5 of 10 min I feel game is lacking something. Now I have modlist of like 50+ mods and cant stop adding, and game looks like a pawn with too many crude bionics. It is just clusterfuck of content. How do I fight the urge to mod the heck out of rimworld. Please help :c

Releases / [1.0] Patchwork Stone
« on: September 08, 2019, 12:18:53 PM »
Tired of clutter in your stockpile? Are u lacking that one particular brick? Wanna show how poor you are? Now with (warning tags), blended, mixed, patchwork or whatever you want to call it stone it is possible!

How u ask?

Mod adds recipe for patchwork stone simillar to the patchwork leather.


Here is a dropbox link:

Releases / Re: [1.0][MODLIST] Glitter Tech
« on: September 06, 2019, 04:09:25 AM »
Np, I would like to see some more balancd tho

Releases / Re: [1.0][MODLIST] Glitter Tech
« on: September 04, 2019, 03:19:20 AM »
If you will scroll down to the very bottom of orginal post you will see a mod called "fishing nets" mate

Releases / Re: [1.0][MODLIST] Glitter Tech
« on: September 03, 2019, 05:29:09 PM »
Fish nets spawn next  to none fish, I have placed 10 simple fish nets and result I've got after all of them have broken was 5 fish which is half of a simple meal, kinda not worth it in my opinion

Releases / Re: [1.0] Bulk Recipe Generator
« on: August 30, 2019, 05:16:58 PM »
The recipes are not generated untill I hit the confing button in mods config, this results in glitched workbenches every time I load saved game

I want to rework the system into 4 basic tiers:
Tribal, medieval, industrial and spacer. It seems that, despite being unpopular, oil-powered foundries are a real thing, so I will consider it maybe in spacer tier

Change log:
Code: [Select]
-added message prompts when ores are depleted or found
-changed prospecting system
(now work needed to find new ore is random, pawns with low intellectual skill should find ore more easliy, since formula for work value per tick is miningskill+intellectual skill instead of minig*intellectual)
-Smelters suffer no penalty from being outdoors or working at extreme temperatures
-ore well properly yields random chunks instead of marble only
-ore well properly yields plasteel and uranium ore instead of smelted metal

Releases / Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« on: August 21, 2019, 11:49:05 AM »
Profitable weapons doesnt work for me, weapons after being dropped dont get tagged.

Releases / Re: [1.0] Equipment Deterioration (2019-08-14)
« on: August 21, 2019, 11:34:59 AM »
Weapons dont get damage while shooting ;c

Is there a way to repair vechicles?

Releases / Re: [1.0] Vanilla Weapons Expanded
« on: August 16, 2019, 01:12:55 PM »
It is link  to vanilla apparel extended instead now xd

General Discussion / Re: [ModdedRimwolrd] Recipes Missing
« on: August 14, 2019, 12:14:55 PM »
I was a little dum-dum, in help tab I confused tailoring spot with crafting spot, and crematorium with refinery somehow, all the recipes work fine lol

I'm using truck, and when I try to make caravan, first i put driver in it, then on caravan screen it says that i need non-downed colonist, despite having perfectly healthy driver, when I take colonist with me caravan speed drops to foot speed and I cant put him in truck, beacuse caravan is then lost. How to make caravan with vehicles? Also, when drafted vehicles are not willing to go to any position

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