Quote from: dnks on February 18, 2017, 06:50:06 PMSorry I was just asking if there was compatibly with T's Mod since I don't use VG.Quote from: ambivalence on February 18, 2017, 06:22:49 PMThanks for the suggestion, I forgot about the other mod. Do let me know if anything happens, I put the same extraction rates and values as I did for VG Tobacco. I don't know if it will be balanced well enough, do let me know since I didn't get to test it.
Thanks, I'll try to test it, but it needs some time to find those seeds. I've also told sma342, that you have some problems with cannabis mod and I have a clue why.
One suggestion: mention that your patch is made for Qwynn's Extended Woodworking. There're two forks of the original itchyflea's EW: one is actively developing, another one – just an update for a16. We're dealing with the first one, despite of the fact, that they have the same grounds and mostly the same defs.Quote from: Napple on February 18, 2017, 06:26:25 PMHey man, next time ask for it politely, here you go. I also didn't have time to test it, do let me know if it doesn't work. If you are also using Vegetable Garden I recommend you to load VG before T's Crops and add this patch after all other SeedsPlease mods.
Compatibility with T's more crops mod.
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#46
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
February 18, 2017, 07:58:12 PM #47
Outdated / Re: [A16] SeedsPlease! Balance (for Vanilla & Vegetable Garden)
February 18, 2017, 06:26:25 PM
Compatibility with T's more crops mod.
#48
Releases / Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
February 18, 2017, 01:16:57 PM
Can you incorporate Marvin's "No Doomed Newbies" Mod to Hospitality. Here's the link
http://marvinkosh.omniloth.net/my-rimworld-alpha-16-mods/no-doomed-newbies/
http://marvinkosh.omniloth.net/my-rimworld-alpha-16-mods/no-doomed-newbies/
#49
Releases / Re: [A16] Minions for RimWorld!
February 17, 2017, 11:06:32 PM
Can you make them actually do work like normal colonists like misc's robot mods.
#50
Outdated / Re: [A16]Better Terrain
February 17, 2017, 12:10:41 AM
Reporting Incompatibility with Wishmaster's smarter food selection. Tamed animals don't eat the new plants.
#51
Mods / Re: Creating Infinite Depth for the population
February 12, 2017, 04:24:05 PM
so the gist of what you are wanting is as the population increases and the colony becomes more established they will start wanting more of varieties of food,joy sources,etc.
#52
Outdated / Re: [A16]Better Terrain
February 09, 2017, 03:19:31 PM
Maybe for the sea ice biome you could add water spots to them to represent Leads And polynyas.
For the ice sheet you could add glaciers but i'm not sure on how that would work.
For the ice sheet you could add glaciers but i'm not sure on how that would work.
#53
Outdated / Re: [A16]Better Terrain
February 09, 2017, 10:42:49 AM
Since you didn't answer last time what are your plans for improving the icy biomes (sea ice and ice sheet).
#54
Outdated / Re: [A16]Better Terrain
February 04, 2017, 08:48:49 PM
What are your plans for ice sheets and sea ice.
#55
Outdated / Re: [A14d] Rimworld Zombie Apocalypse (v. 1.5 - July 26)
February 01, 2017, 06:30:15 PMQuote from: synopia on January 31, 2017, 03:33:19 PMIs it compatible with Epoe Hardcore?
Hi.
I have made a rewrite of this mod.
You may try it here: https://github.com/synopia/Zombies/releases/tag/0.16.0
Currently working: Zombie Raid & Reanimate infected colonists.
#56
Outdated / Re: [A16] Psychology (2017-1-30)
January 30, 2017, 10:32:19 PM
How does this mod interact with traits added from other mods.
#57
Releases / Re: [A16] GHXX's Tech Advancing (1.4.1)
January 30, 2017, 12:34:54 PMQuote from: GHXX on January 30, 2017, 09:02:36 AMWhen I start a new game with New tribe I get the neolithic tech level. when I start new run with the new arrivals the tech level is at neolithic even though it should be industrial. I should probably test if this work's vice versa.
"the neolithic tech level passes stays between games"
can you elaborate that, please?
#58
Outdated / Re: [A16] faction mod 'Cesarstwo Wschodnie' 2017-01-30 update!
January 30, 2017, 12:47:49 AM
Can you Recruit the synthetic pawns?
#59
Releases / Re: [A16] GHXX's Tech Advancing (1.4.1)
January 29, 2017, 11:31:55 PM
Bug Report, when I start on tribal the neolithic tech level passes stays between games and I have to restart the game. I also think it might also apply to other tech levels
#60
Unfinished / Re: Children and Pregnancy
January 29, 2017, 08:09:26 PM
Thirite, Is there anything you can use from this mod https://ludeon.com/forums/index.php?topic=29847.0 for incorporation of children teaching.