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Messages - CrazyMalk

#1
Releases / Re: [1.1] Children and Pregnancy - v1.0.0
March 30, 2020, 08:18:13 AM
Quote from: Geese man on March 30, 2020, 06:25:59 AM
I can recommend "Faster Aging" by verdiss, works OK so far (you need to reload the savefile to get children to "grow" to their age appropriate body) other wise you can have a 3 year old infant (should be a child at that point, having skipped toddler as well)
I use these settings in the mod making a newborn grow to 13 (full adult) in slightly less then 2 years,
you can change the 8 to something less if 2 years is too short for your taste.

That is actually pretty interesting, never heard of Faster Aging before. Thank you for the suggestion! I'm going to wait until this mod is more stable before playing around with it.
#2
Releases / Re: [1.1] Children and Pregnancy - v1.0.0
March 29, 2020, 09:22:51 PM
About the faster aging option:
Baby And Children used to do this, along with a number of graphical changes (It was used alongside with Children, School and Learning). However, B&C died off and hasn't updated to 1.1. An option to increase the speed that children, babies and newborns age would be appreciated :)
There is also a mod called "Age Matters Updated", it modifies the stats of children below a certain age. Does this mod already modify the stats (manipulation, speech, etc) of younglings, making that mod useless in this case?
Thank you!
#3
Yup, definitely helped. Thank you! Great tool!
#4
Hello! Great tool you have there, love the Drag and Drop feature. However, I'm having a hard time getting the launcher to accept the Game Folder. I've tried linking the folder in wch RimWorldWin.exe is, the data files, nothing works. It is always listed as BAD when I try to save the modlist.
#5
Releases / Re: [1.0] TropiCKAPP Rainforest Mod
August 18, 2019, 07:21:57 PM
This mod seems to have an outdaded ModCheck.dll, would copying it over from the ModCheck.dll assemblies fix the issue?
#6
Quote- colonists can certainly get furry stuff (this will make this mod intresting to many people, definitely)

I feel like there are already enough furry mods out there.
#7
Started my first 1.0 colony and noticed something was missing, glad to see this has been updated! The game is not the same without it!
#8
Crystalloid faces link is broken
#9
Would it be possible to add a "Activate all mods" toggle to Mod Manager? Would be really useful!
#10
Releases / Re: [1.0]New Ratkin race mod
April 14, 2019, 06:50:23 PM
+1 for non-anime eyes. And also no anime-like clothing, if that's not asking for too much
#11
Quote from: Archadeas on July 19, 2018, 08:40:37 PM
Is there a way to send prisoners down? I am using the prison labor mod and I want to make an underground prison system for miners(it also saves them from a horrible death in the above ground camp as it is currently surrounded by 200 zombies, is a nuclear wasteland, and a heatwave :D ) I am also making a long term underground "Vault" play and I want to make a recon base up top without a prison that keeps the colony able to trade.

Just make a mining shaft on your prisoner room and wait for them to be on top of the shaft. I believe this should work
#12
Releases / Re: [B18] ResearchPal and HelpTab
June 30, 2018, 11:19:25 AM
I'm playing B18. I'll try updating the mod, then.
#13
Releases / Re: [B18] ResearchPal and HelpTab
June 30, 2018, 08:38:45 AM
Do the queue gets saved after exiting the game? I use Fluffy's ResearchTree, but when I load my game my queue is gone.
#14
Is there any way to save my research queue? Every time I load my save I have to select my researches again :/
If not, is it safe to uninstall mid-save? I think I'll try ResearchPal to see if the queue there works.
#15
Okay, so... This might be incompatible with custom races. My bonobo from the Rimworld of the Apes mod does not move while in the biome. It just stays there, "standing".

Edit: nevermind, for some reason it started working after I built a horseshoes pin.