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Messages - Mistrornge

#1
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
February 21, 2022, 10:22:04 AM
Woot.  Thanks Tragix
#2
Releases / Re: [1.3] Children and Pregnancy - v4.1.0
September 06, 2021, 11:51:14 AM
3 cheers!!!
#3
Releases / Re: [1.2] Children and Pregnancy - v3.5.2
December 31, 2020, 03:23:10 PM
Super amazing mod.  Loving it.
Question... is there a way to adjust a race's pregnancy length and lifespan?  Not sure if this is the right mod to ask about this.
#4
Releases / Re: [1.0] Boats!
October 29, 2020, 06:53:19 PM
Have error when attempting to travel.
#5
Releases / Re: [1.0] Boats!
September 23, 2020, 07:21:31 PM
Hello,
I am trying to make this mod work with your vehicles mod.  Are the two compatible with each other or is one the only one that should be used?
Thank you,
#6
Releases / Re: [1.1] Misc. Robots++
July 02, 2020, 08:49:29 PM
I am using Jobs of Opportunity.  v1.1 of the game
I have Jobs before both Robot mods.
#7
Releases / Re: [1.1] Misc. Robots++
June 29, 2020, 11:59:38 AM
It looks like the little bots don't play well with While You are Up.  It collects a lot of steel but never drops it.  So with WYaU you can put things into your inventory and then drop them later when you are near a stockpile.  It looks like it is unable to successfully make use of its inventory for >1 items.  Is it possible to make the bots ignore WYaU changes and go about by carrying a single item at a time?
Thank you for the great mod.
#8
Releases / Re: [1.0] Boats!
June 19, 2020, 02:48:01 PM
A boat wagon? 
#9
Releases / Re: [1.0] A RimWorld of Magic
March 10, 2020, 05:27:36 PM
For those who were unaware planting a ton of magicyte kills your mages by mana sickness.  Found that out today. 
Plant responsibly!
#10
Releases / Re: [1.0] A RimWorld of Magic
March 09, 2020, 09:40:38 PM
Now every one of my mages have mana sickness (5 of them).  None of the might heroes do though. 
Had to turn on dev mode to remove the hediff mana sickness.  There are no game conditions currently and none of them have had any mana to cast spells with (all spells that require mana to maintain have been turned off). 
#11
Releases / Re: [1.0] A RimWorld of Magic
March 09, 2020, 08:44:38 PM
Anyone else having colonists die to mana sickness back to back?  Lost 2 in the last 15 min where I have never had one die previously.
Also had one colonist die over and over again.  Couldn't do anything to save him.
#12
Releases / Re: [1.0] A RimWorld of Magic
March 04, 2020, 10:19:06 AM
Thank you for the heads up on the new version being up.  Not sure I would have known if you hadn't...
Loving the mod!
#13
Help / Initial Start up data input
February 26, 2020, 12:00:11 PM
So i was hoping someone could build a short mod to bypass some of the selections needed prior to playing.  One that would make initial data input for scenario type, select storyteller, select difficulty, select save game type, select world seed, % of planet, and size of initial map generation.  It would be helpful for testing mod load order testing.  Speed it up quite a bit I think.
Is this possible? 
#14
Releases / Re: [1.0] A RimWorld of Magic
February 12, 2020, 07:33:44 PM
Noticed some weirdness.  Thought I would share.
My team had captured several raiders and was nursing them back to health when a group of colonists got the plague.  To fix it I drafted my Druid to cycle cure disease on each of the ill.  My hospital is adjacent to the prison. With the Druid having Arcane Bolt set up to autocast during combat.  He starts casting arcane bolt at the group of prisoners.  The prisoners were resting in their beds not agroed on my colonists. 
Later I had a released prisoner attacked by one of my undrafted colonists as he was leaving. 
#15
Is there a way to return to the old method of recruiting?  I liked that I could designate a pawn for recruitment and that pawn is worked by my social team.  Is there a way to have both methods?