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Messages - berni1212

#16
Quote from: joaonunes on May 24, 2016, 10:12:36 AM
I did not vote because I don't think my answer fit any of the options... The current system is "we keep the mods in the released thread up to 2 versions back", and it works, you dont see any alpha 10 mods in the released thread, while you do see some mods for a12 working on a13 and yet they do not update the tag. The system "works", but the small/new mods are easily forgotten...
there are A11 but thats the Problem and Small mods are allways down because of Big mods They could Make it so that Big mods are getting their Own Captcha(if its the right word ...)
#17
Thanks for your Awsner i hope the Moderator will see it too and change something if enough Members vote.

Sincerely your

berni1212
#18
Mods / Re: Population Question...
May 23, 2016, 01:02:35 PM
i think it was up to 50 if i am not Wrong
#19
Hello.

I am Playing rimworld a lot and enjoying the Forum but would it be a great ideea to make the Releases in Seperate Katagorys like A11 A12 A13 if the Mod is Not being Updated or work on it ?
so its Easyer to find the New mods and the Old ones for older Versions are Seperated to the New versions so its not that Derpy if u find under many A13 Mods 1 A11 or older so u don't get Confused with it ?

1. It would be much more Clear to see if this is an Mod were Progress is made
2. you can better select your Game Version with mods u want to play
3. smaler mods don't lose there sight because people comment on Old Post
4. Would be nice from u guys :)


Please Vote Everyone It can help all of us i add a Vote thing were u can vote for Leav it like it is if u don't want changes but don't just Skip this vote and leave it

Thanks  for reading and Voting

Sincerely your

berni1212


have a nice day and Enjoy Rimworld
8) for every misstype u find u can earn a local cookie in your dreams  8)
#20
Quote from: skullywag on April 24, 2016, 03:16:36 PM
not showing up? you got the folder structure right?

i think so
#21
By me is it Totaly fine no lags nothing but i don'T use mods from Fluffys
#22
Quote from: skullywag on April 22, 2016, 11:35:13 AM
Quote from: killergold88 on April 22, 2016, 11:30:02 AM
Ahh thats the trick, im still using 1.5
Thank you, for some reason i didnt even think to check the versions and see if there is an update. Hard to keep up with that when you have about 46 mods you load in and play with.
skullywag does Embrasures-Embrasures 1.4 Work ? because its not showing up in my game :(  :'( :'( :'(

Try having 46 mods.....that are yours.....erp :P I really need to play some more instead of modding constantly lol
#23
@Eatkenny can u add maby more Power Sources like water gens on deep water places or some higher tier Solar to gen more power then only Nuclear
#24
Outdated / Re: A1 mod
April 22, 2016, 11:50:08 AM
For what Versions is this mod Plz Put it in your Topic
#25
eatkenny Thanks for Updating it :)
#26
Quote from: Arigas on April 20, 2016, 01:55:17 PM
There wasn't even an A12 update, don't think there will be one for 13

i used it in A12 lel :D
#27
I hope so too that it will be updated to A13
#28
Outdated / Re: [A12d] In-game Clock (1/24/16)
April 19, 2016, 10:09:03 AM
Works in A13 :) using it
#29
Quote from: 1000101 on April 12, 2016, 03:12:52 PM
I have an updated version for A12 which adds some new features, but I am busy getting CCL updated to A13 right now.

New features to expect:

  • No-power bug for underground belts after loading a save game has been fixed
  • Belt components will draw less power while not actively moving items
  • Belts will "roll stacks forward" if the next belt contains a partial stack of the same thing (ie, a->b, both contain steel but "b" only has 10 steel, up to 65 steel from "a" will continue moving into "b" to make a complete stack)
  • Selectors have an option to output to non-belts and can program the selection from a non-belt storage buildings storage settings
  • Loader "overloading" where the loader will immediately "take" the item allowing pawns to continually load the belt

I hope to have CCL ready soon for A13, it's currently in testing by other modders (those that have joined the RimWorld modding slackchat have access to it).  Once the bugs have been quashed in testing, CCL will be released and I will be focusing on A2B.

This will be when :) if i may ask i love this mod and build a lot of Systems with it mostly Using Industrilation with it the deep mine and the More Mechanoides so they mine it put it on the Belt and the Pawns Store it in my Storage room :) i need it for A13  :)
Thanks for making this awsome mod and srry English isn't my Main language so :D
#30
Quote from: eatKenny on April 17, 2016, 11:44:34 AM
already working on it, hope can finish it sometime next week

I opend it some of the Stuff is working in A13 but if u place the Reaktor in Creative your map looks like a Nuke Exploded :D
Btw can u maby Try to add some other high tier Power generators or so not only that Atom  generator ?
WE LOVE YOUR WORK !!!!!!!And thanks for working on that Update :) :) :) :)