It works when I download it. The file size is 1.41 MB. Maybe you have a cache issue or something?
It should unlock your existing game.
It should unlock your existing game.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: TryB4Buy on July 29, 2019, 09:41:45 PMYes, for the healing weapons you fire at your allies.
Do you fire the weapons at your allies or are they like unlimited use drugs where a pawn uses them on itself?
Quote from: Canute on July 20, 2019, 03:15:28 PMI forgot about that. I edited the post to add a zip file.
Hi,
very nice utility weapons, special when the AI use the healing ones like you describe.
Could you please provide a non-steam download.
The forum is the main source for DRM-free version and if you don't have a non-steam download there is no point to public your mod here.
Quote from: Mosart on March 08, 2019, 12:26:40 PMNo, you can't do that.
Is it possible to install just new armor without install any other content?
Quote from: Jan2607 on February 25, 2019, 12:08:11 PM1) Just checked CE's code, it doesn't seem to change raid points, only equipment. So it shouldn't interfere.
Wow, I think Time based Dangers is the mod I need I'm running a pretty rich colony at the moment and I got raids with 200 tribesmen. The lag was extreme...
A few questions:
1) Is it compatible with CE? As far as I know CE changes points for raids, but I'm not sure, if it changes only the equipment of the raiders or the raid in general.
2) Is it compatible with existing saves?
3) Will it work with storyteller mods like the Rimsenal storyteller pack?
Quote from: DiamondBorne on February 23, 2019, 03:10:05 AMSafely Hidden Away only changes the frequency of raids, right? Time-based Dangers only modifies the magnitude of the attacks, so it should be fully compatible since they're doing different things.
Does Time-based Dangers calculation overlapped with Safely Hidden Away mod? That mod add the distances between your base and other hostile bases into the variable. The farther your base is, the longer and less likely you'll get attack.
Quote from: Facepunch on February 16, 2019, 06:15:26 PMI thought about it, but it's difficult. Not only are there tons of new equipment that would need a patch, there are also several new stats, such as cover bonus and cover ignore, that would need to be tailored specifically for CE's new cover system (which seems to be very complex).
Are there any plans for a CE compatibility patch?
Quote from: cortanakya on February 16, 2019, 12:47:35 AMSounds very interesting! It would be a great addition to the mod. There's quite a lot of stuff, mostly equipment, and also some buildings, serums, mechanoids...
This is the kind of mod I can get on board with. I've always thought rimworld needed a few more endgames than "die" or "leave", although I haven't tried your mod yet so maybe it falls into one of those two categories. If you're looking to outsource some of the artwork I'd be happy to contribute, I suck at coding and balancing and storytelling but I can draw some mean pixel art.