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Messages - Pokk720

#16
I'm getting an empty zip file whenever I try to download the release versions... :/ what do I do?
#17
I have discovered that the mod option bug might have something to do with the clutter misc hands addition to the combat realism version of the mod. It seems this part of the mod wasn't updated and for some reason blocks mods from showing up in the mod options menu. Deactivating it made that error go away for me but at the cost of my pawns having cool little hands holding their weapons.  :-\
#18
Man I am so excited for this mod. I downloaded the pre-release to try it out and it's just as amazing as it sounds. I didn't put in the time to set up a real functional prison and figure out all the features though because of compatibility issues with my countless other mods and also the optimization thing but other than that it worked just about how I expected it to. When it's finished or at least playable it will add much needed complexity to not only the prison system but also the security system with your newest update. Having to manually lock exterior doors to prevent raiders just walking in sounds fun but I wonder about visitors.
#19
Releases / Re: [A14] GHXX's Tech Advancing (1.0)
August 01, 2016, 04:18:17 AM
Cool. It's not a big deal. I like the way it works already.
#20
Releases / Re: [A14] GHXX's Tech Advancing (1.0)
July 31, 2016, 10:22:55 PM
I'm sure this will be in the game by default eventually but wow. Good work for getting it to us early!

EDIT:
Would it be difficult to have a version where you only advance via researching 50% of a tech level? I would like for it to be a little more challenging.
#21
Does Brighten affect raiders and guests as well?
#22
I kind of like having them also usable as weapons though. What Rimworld really needs is to actually utilize the inventory system that's already in place to allow pawns to carry more than one weapon. It would be cool to have things like sidearms or be able to dual wield.
#23
I just updated this for Alpha 12 for my own use :D and so far so good. As for having to switch to weapons everytime there's a raid. I don't know what to do about that.
#24
Wow you didn't use it? I loved using this mod it was the only reason I would ever build a smithing bench.
#25
Just wanted to say I love your mod and I really appreciate all your hard work. I had a centipede and a scyther drop in on my colony randomly and the results were devastating! but it was fun. I ended up having to use a shotgun right up close on the centipede to take it down but at that point I had already lost too many people to continue. But it was a great way to go out.
#26
Quote from: N3v on September 12, 2015, 10:58:26 AM
im running into a bug where i cant plant Xerium with the mod enabled

It is CCL that causes this but its actually intentional. You have to research hospital beds before you can plant xerigum.
#27
Very nice mod but I'm getting a bug where if I try to drop things out of the backpack they disappear completely. The only way I can get items out now is if I drop the whole backpack. Is anyone else running into the same issue?
#28
Wow, you are a power modder right now. Everytime I check back you've made a new really cool huge update
#29
It could be pretty simple actually. A boost to relationship whenever two colonists have a social chat (maybe proportionate to the social skill) or a negative if they have a bad conversation. I would love to see two colonists who have a high relationship not mind sharing a bedroom
#30
Nice Nice Nice. I always love modders who aim to add challenge and diversity to games rather than simply making them easier.