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Messages - thefinn

#31
Quote from: ThreeMartiniLaunch on August 25, 2015, 09:24:11 PM
As far as I'm concerned, the new alpha is not officially released until this mod is updated.

Really wish Tynan would take the hint and incorporate like..... 110% of this mod into the game.
#32
Not even gonna try and play without this ;)
#33
Any possibility to bring back random crash sites ?
(You had this in scenario's once upon a time).

Just a button on the map screen that automatically takes you to the "next" screen and picks a random site once you finish your character loadouts - it would really make Prepare Carefully shine imo. And take a little bit off that OP feel too.

Love your mods dude, won't play without them.
#34
Would love to see some kind of droid (et al mechanical defense).

Love playing with this mod, it's great.
#35
Got a weird issue where my colonist will "lock up" when trying to improve relations with visitors, is this known or anyone else seen it ?
#36
Is this the mod that's giving me haplo's power switch - without any of the research from the powerswitch mod ?

(I only have droids installed).
#37
Mods / Re: Request: Random Site for your colony.
July 15, 2015, 12:24:31 PM
Quote from: Dragoon on July 15, 2015, 06:32:54 AM
It's ironic..............https://ludeon.com/forums/index.php?topic=9000 he made that a mod too..........shame it's not updated.

Yeah, would still be good to see, perhaps a button on the map screen instead in something less intrusive.
#38
Mods / Request: Random Site for your colony.
July 14, 2015, 11:53:33 AM
To be able to just hit "random" at the map screen and have it not show where it chooses until you're in-game.

This way also the prepare carefully mod can be a little less OP too, because if you bring winter gear and don't need it, you just wasted points, and if you don't bring it...

Well you get the point.
#39
Just started a new game - haven't played in a while - built my crafting table, went to make stone blocks... doh forgot stonecutting tweak, delete colony, delete world, download stonecutting tweak, start over.....

Such a necessary mod, thanks.
#40
Outdated / Re: [A11] Superior Crafting v0622b
June 22, 2015, 11:29:32 PM
My bad, I copied one directory over the old one instead of deleting it first. >.<
#41
Outdated / Re: [A11] Superior Crafting v0622a
June 22, 2015, 11:07:15 PM
Quote from: Abrexus on June 22, 2015, 08:09:28 PM
Quote from: tirramissu on June 22, 2015, 07:47:38 PM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

Fix #2 incoming!  Thanks again guys for all the help!  This really makes it easy for me to get this working at 100% as soon as possible!

Is this fix in 622b ? Mine are still not growing. I thought the B version was the fix ?
#42
Outdated / Re: [MOD](Alpha 9) Darkness
June 22, 2015, 07:14:31 PM
Quote from: nmid on June 22, 2015, 06:59:18 PM
get a copy from the Overhaul mod pack for the time being, till Mr. Viceroy gets around to releasing his version.

Thanks for the tip!
#43
Outdated / Re: [MOD](Alpha 9) Darkness
June 22, 2015, 06:46:23 PM
Quote from: Beathrus on June 22, 2015, 04:17:49 PM
Mr. Viceroy, My collecting is almost finished now I just await this mod, and one other. So...

Gimme?

Likewise.
#44
Unfinished / Re: [WIP] Rimworld Forever
June 19, 2015, 11:15:35 PM
Just on this, keep in mind the timeframe the player needs to acquire reasonable tech by - the first serious raid.

This was something some other mods did when it came to big tech trees, you'd be like half way through being able to get a research table before a bunch of guys with guns showed up ;)

Looks great so far though, love anything with a good tech tree in it.
#45
Quote from: Justin C on June 17, 2015, 08:21:07 PM
All right, the official release of Zombie Apocalypse for A11 is up on NexusMods right now.

http://www.nexusmods.com/rimworld/mods/34/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D34&pUp=1

v 1.3 - 06/17/2015 -------------------------------------------------
- The Airborne incident is now extremely rare by default, and can be disabled through the XML.
- Zombies no longer attack doors.
- The Zombie outbreak will now start after the colony is named.
- Reduced Zombie speed and increased health.
- Rebalanced Zombie unit priorities when generating hordes. This should result in larger end-game hordes than the ones from Alpha 9, which were smaller than they were meant to be.


Sorry for the delay.

I would admonish you, however, I am busy installing mod.