(request blue British Shorthair kthxbai)
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#31
Outdated / Re: [A12] Cats!
August 26, 2015, 08:18:51 AM(request blue British Shorthair kthxbai)
#32
Outdated / Re: [A11b] EdB Interface UI Mod (v2.8.6 - Updated 4 Jul 2015)
August 26, 2015, 07:17:22 AM
Agreed with everyone on this page.
The game feels broken without the Colonist Status Bar.
The game feels broken without the Colonist Status Bar.
#33
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
July 15, 2015, 02:57:30 PMQuote from: projecttemp on July 15, 2015, 02:37:16 PMThe Core folder in this mod pack does not contain all files that are present in vanilla Rimworld. I think you should let it overwrite and don't delete the Core folder just like the instructions say.Quote from: Uglyr on July 15, 2015, 01:51:37 PMthe core needs to be deleted too and re extracted since this mod do modify the core a bitQuote from: Canute on July 15, 2015, 08:47:18 AMExcept "Core" of course. And if deleted don't forget to exctract it from game distrib.
DELETE all the previous mod out of the mod folder, before you unzip/copy the new ones.
#34
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.9a: HeadHunters (14/07/15)
July 15, 2015, 06:21:59 AMQuote from: Buttmuffin on July 15, 2015, 04:36:46 AMYou need to add the modsconfig.xml file to the Rimworld config folder in the Windows User directory.
Absolutely love the modpack!.... but every time i save, i go to load and its a black screen... whatever i do it just stains white blue whatever? anyone else have this problem? note i haven't reinstalled, and didnt really get the install instructions so sorta just put them in the mods folder and loaded it up
Press the Windows Key + R and paste the following in the window that appears: %APPDATA%\..\LocalLow\Ludeon Studios\RimWorld\Config
This takes you to the right folder, now delete all the files there and place the ModsConfig.xml file from the Hardcore SK modpack in this folder. See if your game gets loaded now. If not you're going to have to start a new world (or delete the Saves and Worlds folders next to the Config folder). If there are still any problems, delete all your mods except "Core" and reinstall the whole modpack by copying the mods from the latest SK modpack to the mods folder.
#35
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
July 09, 2015, 05:00:55 PM
How would you set up Prepare Carefully to make this easier? Might be good for players who want the game to get up to steam faster and have a little easier time. Including me i guess
#36
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
July 09, 2015, 03:54:10 PM
I think you're right. Things don't need to be over complicated if you want to play hardcore. Should be fun and accessible as well.
#37
Releases / Re: [A11b] [MODPACK] Hardcore SK Global modpack 1.8c: OVERDRIVE! (08/07/15)
July 09, 2015, 07:38:02 AM
skyarkhangel, this is amazing work. Best mod pack ever!
Do you have an indication on when 1.8d will be released? Sounds very promising and i want to start playing Rimworld again.
Do you have an indication on when 1.8d will be released? Sounds very promising and i want to start playing Rimworld again.
#38
Outdated / Re: [MOD](Alpha 9) Darkness
March 03, 2015, 07:06:19 AMQuote from: akiceabear on February 27, 2015, 11:15:49 PMQuoteI really like this mod but I recognized that in rainy nights you literally can't see anything which is both unpleasant when you want to organize things at night and obstructive if you have to fight. Please alter this a bit so it's getting less extreme.
I believe this is as intended, and like it that way. I suggest adding a mod with improved lighting options (indoor and outdoor) to address your two concerns.
I agree with the OP, those super dark nights are a great idea, but as of now they are too dark (100% black). I even thought it was a bug at first. It's a little silly that everything still works as normal but you can't see anything anymore. Also it interferes with many of the games effects such as rain and the numbers underneath resources and names of colonists.
#39
Outdated / Re: [MOD] (Alpha 9) Floors, Get Stuffed! v1.0
March 03, 2015, 05:52:35 AM
Unfortunately that's not the solution because you can have materials other than concrete as a base, like wood on smooth marble. You can even have more than 2 materials overlapping.
#40
Outdated / Re: [MOD] (Alpha 9) Floors, Get Stuffed! v1.0
February 26, 2015, 06:43:13 PM
The beauty on the flooring underneath interferes with the flooring on top of it. It all gets added up. Paved tile on concrete is only -2 (0+-2), while on marble it's 4 (0+4). Similarly wood on marble is +14 (10+4), etc. Now, since you can't remove some tiles, like smooth marble or concrete, it will almost always mess up the beauty ratings. This mod and beauty is incompatible. Might be difficult to fix if you can't change beauty ratings during gameplay.