Are there any known incompatibilities with the force? Would appreciate if anyone knows some. Currently trying to get this mod to work nice with my other 100+ mods and could really stand to save some time eliminating some of the known incompatible mods from the list of mods to test. Current known issue with my set up is force sensitive bar not progressing.
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#2
Outdated / Re: [A16] Pests! (Blight Replacement) v.0.1.1
February 01, 2017, 09:25:05 PM
Literaly 10000x better than the standard blight, thank you for making this
#3
Outdated / Re: [A15] cuproPanda's Mods - Last update for a while (28 Aug 16)
October 17, 2016, 09:57:02 AM
Hope your feeling better cupo, love these mods and cant wait to use them again in 15 <3
#4
Releases / Re: [A14] Miscellaneous w MAI+Robots (V 0.14.5 / 01.08.2016)
August 14, 2016, 05:59:17 PM
Perhaps I am just derping... but I cant seem to get the Automatic AI assembler to work properly, my pawns put the silver in it but wont put the steel and theres no option to make them, not sure if this is intended or something broke lol
#5
Outdated / Re: [A14][Official] Edge Technologies (V0.20.1 updated:31-Jul-16)
August 13, 2016, 08:25:51 PM
Sooo I'm doing a playthrough with this mod, i seem to have found a bug with the biogenerator producing power even without fuel lol although convenient I am pretty sure it wasnt intended to work this way
#6
Releases / Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
August 11, 2016, 04:01:28 PM
been testing this out and i like it quite a bit, I do have one question however... What is the difference in function, in game, between the embrasure and crenelated parapet, I know the real life applications but i am very curious as to how they function differently as far as defencive bonuses and such in game.
#7
Outdated / Re: [A14] BuildProductive! - building things made simple
August 10, 2016, 08:53:17 PM
will definately be giving a good ole test run, seems very usefull.
Edit #1 peliminary testing seems to work perfectly as described so far, next will be testing with objects from other mods to see how well it works and if it can work with other non-vanila things
Edit #2 after alot of testing with about 70 or so other mods it has been completely compatable with everything! I have yet to run into any mod this will not work with. I look forward to seeing the updates completed they also seem very useful, this seems like something that needs to definately be in the base game *hint hint*
Edit #1 peliminary testing seems to work perfectly as described so far, next will be testing with objects from other mods to see how well it works and if it can work with other non-vanila things
Edit #2 after alot of testing with about 70 or so other mods it has been completely compatable with everything! I have yet to run into any mod this will not work with. I look forward to seeing the updates completed they also seem very useful, this seems like something that needs to definately be in the base game *hint hint*
#8
Releases / Re: [A13] AllowTool (1.3) Easily unforbid items
July 15, 2016, 10:42:14 PM
An absolute must have mod when you play on a huge map that keeps auto forbiding things that fall from the crash landing mod. NO MORE shall I unforbid every peice of food individualy!
#9
Outdated / Re: [A13] Silent Hill Mod (v0.6 / 04.06.2016)
July 15, 2016, 10:20:18 PM
Oh dear god, do not install this and play with randy random... I barely had my base just begining to get things done and everything was peaceful, then the fire nation *cough* I mean the Silent Hill monsters attacked. I almost cried, they destroyed my walls as if they were nothing and just beat my colonists to death.
That being said, they seem pretty balanced for casandra clasic so far, looking forward to you creating more things
That being said, they seem pretty balanced for casandra clasic so far, looking forward to you creating more things
#10
Releases / Re: [A13] EdB Prepare Carefully - ANNOUNCEMENT (15 July 2016)
July 15, 2016, 03:45:30 PM
I want to thank you for all your hard work up to this point. With out EdB PC I probably would not enjoy playing rimworld as much as I currently do seeing as I am cursed when it comes to RNG and getting anything close to the characters I need with decent traits that dont make them wish to kill all my starting colonists within the first 5 minutes.
#11
Releases / Re: [A13] Miscellaneous w MAI+Robots (V 0.13.4 / 15.05.2016)
July 15, 2016, 12:45:15 AM
it is possible i did something wrong, when i give a colonist a "robot" trait in prepare carefully they are not getting the mood bonus it gives.
[edit] -AHA! well apparently when you start the game they dont have the mood bonus, but they do gain it upon loading that save again.
[edit] -AHA! well apparently when you start the game they dont have the mood bonus, but they do gain it upon loading that save again.
#12
Outdated / Re: [A13] LED Lights - V 1.4 (14/4/2016)
May 26, 2016, 10:57:30 AM
After playing with a few different worlds I must say, I love this mod. I only have one complaint, the glow range of the grow light strips, would it be possible to have their effect slowly drop off over a distance rather than cut off completely for things that are a single block further than the current effective range?
Basicaly, I have tried several grow rooms set up based around the LED lights and using the squarish nature of rimworld and having square grow rooms there would always be at least 4 of my crops not getting the propper ammount of light close to the corners of the rooms
Just my input, other than that I love this and hope to see it grow =D
Basicaly, I have tried several grow rooms set up based around the LED lights and using the squarish nature of rimworld and having square grow rooms there would always be at least 4 of my crops not getting the propper ammount of light close to the corners of the rooms
Just my input, other than that I love this and hope to see it grow =D
#13
Outdated / Re: [A13] Enhanced Development - ED-Shields
May 10, 2016, 09:48:39 AMQuote from: Jaxxa on April 16, 2016, 02:45:22 AM
The shields will stop projectiles that try to enter it, but allow weapons to be fired out.
Been testing this out, bullets still seem to get through even when the sheild is at full charge
#14
Help / Re: More overhead mountains!
May 10, 2016, 09:44:49 AM
Bumping out of interest seeing as no one replied
#15
Support / Re: Increase RAM Allocation
May 08, 2016, 03:34:24 PMQuote from: Alistaire on May 03, 2016, 12:29:46 PM
You're limited to 4 GB memory allocation for the application due to the exe being 32-bit.
thank you, twas the simple answer I was looking for.
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