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Messages - tehchanman

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1
Mods / [mod idea] scrollable architect tab
« on: February 26, 2019, 07:02:21 PM »
perhaps a mod that allowed u to hit a key and toggle the scroll wheel to scroll through the architect tab as to shorten mouse movements. 

so you can scroll through the architect and build with just the mouse (i have tab bound to a razer naga)

any ideas welcome too.

2
Releases / Re: [1.1] WeaponsAndOutfits 2018-1-6 for Rimworld [1.0]
« on: February 18, 2019, 11:13:48 AM »
just curious, would this be compatible with dual wield? would be amazing.

3
Releases / Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
« on: November 26, 2018, 06:53:38 AM »
so u are having texture problems (not loading or maybe loaded incorrectly) wit the federation items, building and equipment, u can try to fix it urself, or just uninstall that part for now, (maybe itll get fixed later hhuuhuhhuhu)  (might have to delete the extra data from the federation pack from the save game data area)

4
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
« on: November 22, 2018, 04:02:01 AM »
rofl, the surplus machine is hilarious, very interesting concept, can basically insta smith any vanilla weapon (instant legendary vanilla weapons [mod enhanced]), plus SILVER FLAKS LOL, (input problem?)

ugh, sorry just thought about it, and its XND's mod conflicting with yours XD sorry cool idea tho hahah

5
bionic eye is missing from its hediffs xml?

6
Releases / Re: Rock5s [B18] mods
« on: December 03, 2017, 04:53:44 PM »
can you do jtexport and jtreplacewalls ? thanks lol

7
Releases / Re: [A-14e] Medieval Times (v. 1.011.014 (Updated-8/4/2016))
« on: August 05, 2016, 01:37:52 PM »
i think its this mod thats causign this bug, im not sure why. new game time -_-

[attachment deleted by admin - too old]

8
Outdated / Re: [A14] Pastafarianism v2 (03/08/2016)
« on: August 03, 2016, 08:48:49 PM »
thats so cool, cant wait to try this. the false prophet

9
Releases / Re: [A14] GHXX's Tech Advancing (1.0)
« on: August 01, 2016, 09:45:49 PM »
This seems like a much more natural way and engaging way of doing it compared to somehow staying at neolithic techlevel the whole game even when you are researching bionics and spaceships and stuff...

That said - this fix also sort of requires research-costs across the board doesn't it? otherwise, doesn't research of late-game tech just become far easier than intended?

And one more thing - how does this mod work together with other mods that add research options? Do they count in the calculation or does it only count vanilla research options?

-Stigma

I wanna say  they(mods) dont bother them. I can get to medieval, by researching all of medieval [vanilla] (researching all of neolithic did not get me there)to shorten the time for industrial, and i did all my medieval and am not at industrial. so i'm just doing all of industrial hoping to get to industrial. but i wanna be enlightened too.

10
Releases / Re: [A14] GHXX's Tech Advancing (1.0)
« on: August 01, 2016, 05:35:53 AM »
i like this mod but i found a conflict not sure which mod. (40+)

edit: okay now my mod goes to medieval and then industrial. i think it works. not sure why it didnt in the beginning but now it does im gonna test it more. does it work only in to industrial? and it doesnt go transcendent and spacer?

11
Suggestions / Re: More hotkey
« on: August 01, 2016, 12:49:10 AM »
it would be cool if you could do like next menu bar item, and up and down the speeds from pause -> 1 -> 2 -> 3 -> 4.   more intuitive ways to play via mouse or keyboard, I would like to bind next menu bar item to the mouse, and speeds to my mouse  for one handed play.

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