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Messages - leestriter

#1
Quote from: Cheran II on October 25, 2018, 03:51:04 PM
I have compiled a new assembly.dll for version 1.0 of this mod. It's in the attachment. You have to change the version number in the about.xml yourself to 1.0.0 because that's just a quick and dirty work, I want to know if it works not only for me. Didn't changed anything in the code, not even updating the recommended obsolete bits (those where almost all related to translation issues, so translation errors might happen).
But like I said, it works for me, with only HugsLib as another activated mod. The dev log didn't throw errors, but I have only my system as test platform.

EDIT: first download Jarry's fork of the mod here: https://gitlab.com/jarry1250/ChildrenAndPregnancy (which is also the B19 Version), then replace the .dll in ChildrenAndPregnancy\Assemblies and change the version number in about.xml...

or...

download the mod with all changes here: https://gitlab.com/Cheran/ChildrenAndPregnancy
#2
Releases / Re: [1.0] Animals Logic 🐾
November 29, 2018, 04:03:01 PM
Could you make it so animals better avoid fire or have some way to put themselves out?
#3
Wow! Sounds awesome! One small thing, fluffy's mod manager says the mod is the incorrect version, I think it is confused by the 0.0.2? Idk.
#4
How does this compare to pick up and haul? BTW I enjoy real fog of war, excited to see where this mod goes!
#5
Releases / Re: [1.0] [KV] Configurable Maps [ModSync RW]
November 22, 2018, 06:35:32 PM
I have the same problem with disable fake ores.
#6
Mods / (Request) Dead Man's Weapon
November 22, 2018, 05:41:48 PM
The idea is to apply the dead man's apparel debuff to anything a pawn has on them when they die.
#7
Unfinished / Re: [1.0] Gen-spliced Xenohumans
November 21, 2018, 10:51:42 AM
Maybe some sort of shut off or killswitch added to soldiermorphs by the creator in case they rebelled? And maybe tallmen could be salvaged as spacers (maybe from generation ships?) instead of low g planets, good scientific and technical skills but generally slower and less resilient? I don't see any use for the dwarf. Maybe wolfman or scaleman could eat directly from corpses without penalty, or as the only food source? Maybe a hibernation state for one of the races, basically a built in stasis?
#8
Any chance of adding compatibility for the dinosaurs or equipment in JurassicRim?
#9
Could you upload to the workshop please?
#10
Unfinished / Re: [1.0] Gen-spliced Xenohumans
November 19, 2018, 09:46:38 PM
Maybe a plant man, needing less food and being a better farmer but with fire and darkness vulnerabilities. Or a sort of hawkman, with incredible sight and speed but very fragile. Maybe a group breed to be harvested for organs, with an immunity bonus. A manbat or batman, darkness advantages bad in sunlight? Just ideas. Love the wolfman sprites.
#11
Releases / Re: [1.0] Milkable Colonists
November 12, 2018, 10:23:59 PM
Drug should also work on male pawns, they still have nipples, just because they can't lactate naturally doesn't mean it couldn't be induced with drugs.
#12
Unfinished / Re: [B18] [WIP] Jurassic Rimworld
November 12, 2018, 10:19:29 PM
I believe this mod updated on steam yesterday.
#13
Mods / Re: (Mod Request) A Rimworld Haunting
November 12, 2018, 09:55:31 PM
I'd consider commissioning the mod if there is anyone interested.
#14
Mods / (Mod Request) A Rimworld Haunting
October 31, 2018, 08:36:04 PM
Rimworld is full of reasons for someone's spirit to be unable to rest. Maybe a colonist lies unburied, or a prisoner was harvested for organs, or someone got made into a hat. Maybe its time those people get a chance for revenge. The idea would be ghost would go around messing with things and scaring colonist until they were destroyed with ghost hunting technology or the reason for the haunting was handled (the body buried, the hat or organs buried etc).
#15
Outdated / Re: [A17] Star Trek: Federation
June 12, 2017, 01:41:00 PM
One of the big mods I've been waiting for, rimworld works great as a trek crossover.