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Messages - sevrun

#1
Quote from: Harry_Dicks on January 02, 2018, 08:14:47 PM
Could you not just get this mod from HardcoreSK Project?

The SK crew does a lot of work to get everything to function properly, so I'm not really sure how well that would turn out.  Not saying don't try it, just realize that it would likely still be an involved process.
#2
Releases / Re: [B18] Orassans 🐱
January 01, 2018, 12:11:06 AM
Hey Winters, seems like some folks have been trying to give ya a lot of static over little crap.  So I just wanted to say thank you for a wonderful addition to Rimworld.  And the Ni'hal too.
#3
Releases / Re: [B18] Psychology (2017-12-3)
December 18, 2017, 04:14:29 PM
Threw this into my last playthrough and I gotta say, at first I didn't much care for it.  I'm impressed by the amount of work put into it and the depth it offers aspects of Rimworld OTHER than shooting people in the face, but it just didn't seem like it was for me.

Had almost specifically designed a couple to be together through Prep Carefully, and spent the first season watching them ignore each other, second season finally hook up...  And then they had one VERY bad conversation, swung from +40 opinions to -100.  Break-up naturally followed.  This kinda annoyed me but the rest of the colony was doing SO well, beautiful defensive position, plenty of crop/pasture land, etc.  So instead of scrapping it and starting over, I let it ride.  Another two seasons of ignoring or snarking at each other, and I'm barely paying attention to them at this point until I get the alert that they've hooked back up.

  It really does grow on you, especially if you run a colony for a couple years.  I'd never really thought about just how simple the vanilla social system really is until I watched the byplay as my colony grew.  It's not flashy, bombs and lasers and fancy armors...  But it really does seem to be a DEEP piece of work.

Thank you.
#4
Got the same kickback as asquirrel on the claymore, but otherwise adoring the mod and almost laughed myself to tears at some of the USMC item descriptions.
#5
Traitor Marines...  now that's some serious trouble there! :)  for the colony I mean.

Don't sweat a CE addon, I only posed it as an idea for later down the line.  What you've done so far is impressive.  I've debated starting to dabble in modding Rimworld but I honestly wouldn't know where to start.
#6
Releases / Re: [B18] Rimsenal v1.1: Early adapter edition
December 17, 2017, 06:04:48 PM
Quote from: Canute on December 17, 2017, 04:11:11 PM
No CE patch was made so far, or at last not at the forum, no clue about steam.

Bummer...  It's a nice stack of mods, adds some interesting tweaks to the game.
#7
I've been playing around with the core mod and really like it as a late game extension.

but now I've gotta choose between this and Combat Extended.  Not going to pester you about a patch, but I will suggest that it would open up your mod to a lot of people that might not try it otherwise when you get to a point that you feel comfortable looking into it.

P.S.  ORKS FOR DA WAAAAAGH!  In case you're taking suggestions for what to do next ;)
#8
Who do I have to drop a MOAB on to get this in a non-steam version? ;)

OMG... Never mind.  failure to follow simple instructions on my end.... i.e. I'm an idiot.
#9
Releases / Re: [B18] Rimsenal v1.1: Early adapter edition
December 17, 2017, 03:03:49 PM
Quick question...  Is this compatible with Combat Extended?
#10
Love the mod, but if I'm going to keep using it I'm going to need access to the CE compat patch that's only available on steam.  Cause if I gotta choose between interesting (an)droids and a realistic combat model...  Well I have to go with realistic combat.  Sorry.
#11
awesome news boss!
#12
Releases / Re: [A18] Tech Advancing (1.8.2)
December 13, 2017, 12:50:49 AM
I am adoring this mod on my latest playthrough.  The ability to advance tech tiers makes absolute sense, and you sir, are awesome!
#13
Releases / Re: [A17]Ancient Rim
December 12, 2017, 05:43:56 AM
love the idea, but ya gotta have the hoplon and pelte if you're going Greek...

Know there were mods that allowed you to a shield in A17, but all the combat mods are in a state of total freakin rebuild for 18 atm.

Just a thought.
#14
Releases / Re: [A18] SimpleSidearms (1.2.2)
December 02, 2017, 02:56:31 AM
ok, got a quick question.  My pawns aren't swapping to melee weapons in melee, they're dropping their rifles fine but not drawing their swords.  Using default settings and this is the only mod I have that touches pawn inventory.  My guys are good at melee, but shouldn't be doing more damage with their bare hands than a plasteel gladius... right?
#15
Quote from: Ynemo on August 12, 2017, 10:42:57 AM
Quote from: sevrun on August 12, 2017, 10:16:48 AM
Got a problem with the fueled stove.  It's refusing to allow anything to be cooked.  First it was saying I was missing materials for fine meals when I have prime meat and potatoes, but allowing roasted meat and simple meals made of potatoes.  Then it started saying I was missing materials for the simple meals, and now even the roasted meat is a nogo.

I've tried deleting the bills and creating new ones, and that worked for a total of 2 meals before the problem recurred and the solution stopped working.  I've tried replacing the stove and creating new bills.  doesn't work.  I've spent half an hour with my colony brought to an effective halt because I can't produce cooked food and the frustration is starting to outweigh the nifty things the modpack adds.

Any suggestions for how to fix this?

got same problem with camfire. Probably u dont have any stockpile for cooked food. Looks like cook checks available stockpile even if u mark "drop on floor"

Thanks boss, sure enough that fixed it.  Looks like the game doesn't always register storage objects as storage in regards to crafting.  Or at least that's my best guess for the bizarre behavior.