Thank you Brunayla
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#2
Outdated / Re: [A13] Enhanced Development - Jaxxa's Mods
April 16, 2016, 12:27:02 PM
Thanks for the update
#3
Releases / Re: [A11] Apparello v1.6.3 New Hope [17/6/2015]
September 17, 2015, 12:14:17 PM
Yes, it works with A12D
#4
Outdated / Re: [A12] Combat Realism v.1.3.5 (14.09.15) New armor system
September 14, 2015, 04:26:49 PM
Thanks for the update
CR 1.3.5 and CCL 0.12.2 work fine.
CR 1.3.5 and CCL 0.12.2 work fine.
#5
Outdated / Re: [A12] Combat Realism v.1.3.4b (10.09.15) Ghost fix + Hotfix
September 14, 2015, 01:07:48 PMQuote from: NoImageAvailable on September 14, 2015, 09:32:14 AMQuote from: akiceabear on September 14, 2015, 08:53:03 AM
Elsewhere in this thread it mentions this is only compatible with a prior version (0.12.1) of CCL. I'm waiting to update CCL until CR can handle it - its my number one mod!
NIA - maybe it would be useful to mention which version of CCL this is tested against in the OP?
From what I've been told a CCL update shouldn't break dependent mods unless something in the code used by the mod changed. Recompiling against the new version fixed it and I would have released an update already if my current internal build wasn't broken at the time. Expect an update later today though.
Hi,
I tested it on Win 7 64 bits with Rimworld A12D (v.0.12.914) and with the following order :
1 - Core
2 - CCL 0.12.2
3 - CCL Vanilla Tweaks 0.12.2
4 - CR Core 1.3.4b
Many errors detected and can't create a new world/Colony.
With CCL 0.12.1, no errors.
[attachment deleted due to age]
#6
Outdated / Re: [A12] Combat Realism v.1.3.4b (10.09.15) Ghost fix + Hotfix
September 12, 2015, 05:48:03 PM
Just to warn all of you that CR 1.3.4b and CCL 0.12.2 are not compatible.
wait a bit with older CCL 0.12.1.
wait a bit with older CCL 0.12.1.
#7
Outdated / Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
September 12, 2015, 07:01:11 AMQuote from: Kulverstukass on September 11, 2015, 08:41:29 PM
It would be sooooo good, if there would be option for "Mend your own equipped apparel". (sorry for bad english if any)
Besides, working just fine with last RW and 3.0.4pre Edb interface mod.
Would like that feature too
#8
Outdated / Re: [A11b] Wastelander's Minor mods: Mending updated by Litcube
September 11, 2015, 06:38:23 AMQuote from: SkySorcerer on September 11, 2015, 06:03:13 AM
I can't find a way to make skyarkhangel's update work on 12d. The entire Work tab breaks down. Any ideas?
Hi,
With EDB "Interface Pre-release 3.0.4" and vanilla workstab menu, it's working.
With EDB "Interface Pre-release 3.0.4" and Wivex "Work Presets 1.1", it's working too.
got an other UI mod running ?
#9
Outdated / Re: [A12] Combat Realism v.1.3.4b (10.09.15) Ghost fix + Hotfix
September 10, 2015, 07:50:04 PM
Hi there
is it me or centipedes are overpowered with that mod ?
Their heavy SMG seem very accurate with a very long range (more than my LMG). 2 of them killed 10 citizens in a second.
If that's normal then ok, got to find a better strategy next time.
is it me or centipedes are overpowered with that mod ?
Their heavy SMG seem very accurate with a very long range (more than my LMG). 2 of them killed 10 citizens in a second.
If that's normal then ok, got to find a better strategy next time.
#10
Outdated / Re: [A12] [GUI] Work Presets (v1.0)
September 07, 2015, 06:41:07 PMQuote from: Florius on September 07, 2015, 06:16:48 PMQuote from: Kairo on September 07, 2015, 06:07:37 PM
Hi
That's an interesting mod, i give it a try.
Has anybody tested it with "Mending" mod (repairing clothes/weapons https://ludeon.com/forums/index.php?topic=10908.180) and if it's compatible ?
Since Alpha 12 that isn't needed anymore since you can add the minimal required skill in the bill.
And the mod itself is not updated to Alpha 12...
Yes, you're right, u can select the minimal crafting skill for quality but i think it still needs repair sometimes and Skyarkhangel updated Mending mod for A12 (and compatible with A12D of course).
Anyway, i have just tested it quickly and the new job is in the Work Presets . Ill keep an eye on it if it works during a longer playthrough.
Thanks for this mod.
#11
Outdated / Re: [A12] [GUI] Work Presets (v1.0)
September 07, 2015, 06:07:37 PM
Hi
That's an interesting mod, i give it a try.
Has anybody tested it with "Mending" mod (repairing clothes/weapons https://ludeon.com/forums/index.php?topic=10908.180) and if it's compatible ?
That's an interesting mod, i give it a try.
Has anybody tested it with "Mending" mod (repairing clothes/weapons https://ludeon.com/forums/index.php?topic=10908.180) and if it's compatible ?
#12
Releases / Re: [A12c] Brunayla's Security Co (8/27/15)
September 06, 2015, 11:48:46 AMQuote from: sparklingmagma on September 05, 2015, 11:29:17 PM
I like using the embrasures in this mod pack but how come i can't shoot through the embrasures with the default rimworld guns? It works with other modded guns but when I started a new world and a new colony, i use a mod where i could build the default rimworld guns in the smithing bench and when i send my colonist inside the embrasures they dont shoot and let the raiders ruin everything. I hope you can fix this bug
Hi,
A solution for you could be to use Brunayla's weapons crafting mod (in the BS Co mod pack) :
you can craft vanilla weapons at new workbenches (melee and ranged) with balanced requirements in my opinion.
Are you using Ykara weapons crafting mod A12 ?
#13
Outdated / Re: [A11b] Dimensional Nano Shield
September 04, 2015, 07:00:33 AM
Could it be possible to update that interesting mod for A12D please ?
#14
Releases / Re: [A12c] Brunayla's Security Co (8/27/15)
September 03, 2015, 05:11:16 PMQuote from: DirtySiwy12 on September 03, 2015, 04:33:15 PM
I have a problem. I downloaded latest version of your mod and when I finished building bionic replacements crafting table it dissapear like it was never build. Same thing happens with primitive weapons crafting table and I didn't check other tables with your mod. Vanilla benches works fine. I play on Alpha 11b It's possible that I have wrong version of your mod?
Hi,
BS Co 1.4.8.9 is for A12C/D.
Did u try BS Co 1.4.8.5 ?
#15
Outdated / Re: [A11] BeanTek Mods (Refrigerated Food Storage/Blast Door)
August 30, 2015, 07:57:11 PMQuote from: Evolvarium on August 30, 2015, 07:03:10 PM
The blast doors do work with alpha 12. I am not sure about the other mod.
Hi there ,
BeanTek Food Storage 1.2 :
- It works on A12D, no errors detected so far.
- The "hopper" keeps the food fresh and restore any "damaged" food to 100%.
- The "rack" keeps the meals fresh but does not restore any damages on meals.
- There is always a message in the food/meal screen that it will rot in x days but it won't apparently.
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