Your mod is just awesome! I put it on my build with the Hardcore sk, it requires a lot of tinkering, but it looks great! Сan't wait for further development.
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#2
Unfinished / Re: [A16] [WIP] Warhammer 40k Corruption
April 04, 2017, 05:12:24 AM
Hello! The screenshots look amazing! But the download is disabled. Is it possible to see the mod in the form in which it is now? I understand that it is not yet ready, but would be happy even to look at the textures.
#3
Releases / Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
August 21, 2016, 10:23:01 AM
Am I right that you cant make new robots with Hardcore SK pack? They have some built-in bots, but i tried to change plantcutter to a miner one using manual from this thread and it throws exceptions in console and dont mine.
#4
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
June 05, 2016, 03:35:41 PM
In 12 version I found the problem - the slave ship has no slaves, as well as the pirates. In the mod folder in TraderDefs the document stated to have the appearance of slaves (2-5), but in reality this is not happening. Is there a solution?
В 12 версии нашел проблему - у работоргового корабля нет рабов, также как и у пиратов. В папке моды в TraderDefs в документе указано появление у них рабов (2-5), но на деле этого не происходит. Есть ли решение?
В 12 версии нашел проблему - у работоргового корабля нет рабов, также как и у пиратов. В папке моды в TraderDefs в документе указано появление у них рабов (2-5), но на деле этого не происходит. Есть ли решение?
#5
Outdated / Re: [A13] New Animal: Nightling (Vanilla Friendly Animals)
May 24, 2016, 12:35:29 PMQuote from: Joshy1111 on May 20, 2016, 07:11:05 PM
Can this be added into pre-existing game saves? I really want this in my permadeath game save!
Edit: Also does the Nightling spawn in the Desert?
I have A13 huge modpack from here + turret, robots, clothes and couple of little mods on my game. Works fine with my save.
#6
Outdated / Re: [A13]Boots and Apparel
May 23, 2016, 04:19:27 PM
To all who cant download - to see attached files you need to be logged in. Otherwise, you will not see them. About bionic legs - consider that no changes are necessary, this is absolutely immersive, if we assume that the leg looks like https://v1.std3.ru/d9/7e/1380361793-d97e46f7064194768b8ffce43df5fdc3.gif
#7
Releases / Re: [A13] Turret Collection (24-04-2016) lite version for A13
May 21, 2016, 12:24:47 PM
Hi! Used this mod on A12, cool thing. Wanted to try it on https://ludeon.com/forums/index.php?topic=19800.0 popular pack A13, but it seems there are no howitzer shells in the game (i checked throw development "spawn thing" menu). Mb somebody can suggest what the problem?
#8
General Discussion / How to decrease the rate of recovery?
October 16, 2015, 12:55:48 AM
Hello. I'm playing heavy modded rimworld with realism style. I want to ask - is there Def's, where it says the rate at which wounds heal? Not the damage, not the bleeding rate and good bandage chance - exactly speed of healing in general? I find it quite silly that a broken jaw and a crack in the spine heal in a couple of days, treated with herbal medicine. I understand that it will be hardcore, but the other mods will help me keep the game interesting.
#9
Releases / Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
September 05, 2015, 11:25:53 PM
Hello, register here just to write it - your mods are looks awesome. But there is a trouble - I use "mechanical defense" mod with cool droids (which has not yet been updated). So I use 11d version of the game, but you deleted old versions already. I tried to google it, but found only the Chinese variant. Please, can you reapload A11 again here?
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