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Messages - Topper

#121
Mods / Re: Nominate a mod to be included in RimWorld!
August 17, 2016, 05:01:52 AM
Quote from: BlueWinds on August 16, 2016, 05:41:46 PM
I'd like to nominate AllowTool. So simple, so useful.

Quote from: Topper on August 16, 2016, 03:28:16 PM
Mipen's Droids (or Haplo's Robots)
** Ichyflea's Extended Woodworking **
IchyFlea's Right tool for the Job
Marnador's More vanilla Turrets

These are the sorts of things I don't want to see in vanilla - they add so many items that things start to feel cluttered. They're great mods for people that like them, but I'd prefer to see them stay as mods (even though I use several of them myself!).

Woodworking just makes trees have different colors of wood like chunks do. It should have been added to the game like in alpha4.. I guess the others have multiple items but I cant imagine playing without cleaning/hauling bots and the military grade double turret. These are like an "endgame" for rimworld..
#122
This mod is great but it seems recruiting people is too easy. My social 9 person never seems to fail to convince people to join on the first try. Perhaps in order to recruit you need to have a faction rep of at least +50?

edit I was just reading the front page and I learned about beds and guest rooms..Ive never use that stuff but unless I recruit someone from them the visitors/traders always leave me gifts and have an amazing time. Something must not be working right ?
#123
Mods / Re: Nominate a mod to be included in RimWorld!
August 16, 2016, 03:28:16 PM
Rikki's Caveworld Flora
Mipen's Droids (or Haplo's Robots)
Fluffy's Cats!
** Ichyflea's Extended Woodworking **
IchyFlea's Right tool for the Job
Marnador's More vanilla Turrets
Skullywag's (or Telkir's) Extend Fabric/Reclaim Fabric


#124
anyone mind updating this one to a14?
#125
Thanks Tynan that sounds like a great solution. Good point with the mod being updated..didnt think of that..maybe there will be incentive to produce a15 versions rather than writing over the a14s
#126
can someone take this over and bring back the robots !?
#127
Can someone rez this one..the core game mod manager is really hard to use with its tiny little arrows that dont follow the mod up and down.
#128
Anyone working on mushrooms? I've never tried the fish one but mushrooms add a lot of character to the map
#130
Now bacon! There is an ever greater mission if you are willing regarding this mod. For like 10 alphas I"ve been asking Ichy to approach the dev with an integration offer. This mod is so similar to the way chunks work it should really be in the core game. Would you be willing to champion the cause and petition Big T for inclusion?
#131
I'm not really interested in starting a drm debate. The workshop's really handy for mod management but a forced update will irreversibly kill current saves because of mod conflicts. There doesnt seem to be an option to turn off updates even though there is a drop down menu for setting update orders. Can this menu hae an option to block updates or is there something I'm not getting? Do we have to wait till the outcry of upset customers after the first update before we start talking about how to fix this?
#132
I own the regular version but I like the steam workshop updating my mods..but that benefit is a detriment if updates are forced and all the mods get invalidated. Please tell me the release on steam was more than a money grab and practicalities like this issue will be supported and addressed>? I have a setting button relating to the update with every option but to opt out of updates..why is this?
#133
General Discussion / How do I avoid the next update?
August 12, 2016, 04:15:40 PM
I'm worried that when A15 releases its going to ruin my saves by killing all the mods I'm using. Is there a way to prevent steam from updating?
#134
General Discussion / mod menu's tiny buttons
August 11, 2016, 07:24:59 PM
There use to be a modded mod manger that let you move mods up an down in a list with a big button that followed the mod up and down the list. The current system uses tiny little arrow buttons stacked really close together and you have to switch arrows every time you move a mod. In the next release could the mod menu UI be made more user friendly? Thanks
#135
Could someone update this one?