conflict with RT weapons separate the weapons I like better the RT weapons its so balanced more balanced than your weapons and is realistic
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#122
Releases / Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
November 03, 2016, 03:31:50 AM
problem with mod can't build one on mountain base
#123
Outdated / Re: [A15] Power - advanced powergeneration
November 02, 2016, 07:08:11 AM
Thankz for telling em bout the mod now I can get the required uranium
#124
Help / Re: Have several power conduits
November 02, 2016, 04:58:35 AM
I make mine like that if not mountain base just don't connect it with the other power conduit. They use same power plant but different conduit
#125
Outdated / Re: [A15] Power - advanced powergeneration
November 02, 2016, 04:55:05 AM
How do you get enough uranium to build that nuclear power plant I need nuclear power plant today cause im in a spot where im too far from any steam geysers and is on mountain. It's expensive if I buy uranium weapons. Also its hard to deep mine without enough power
#126
Mods / Re: Mod Request! More Sculptures, Retextured Sculptures
November 01, 2016, 11:58:03 PMQuote from: Hydromancerx on November 01, 2016, 04:41:05 PM
Yes someone needs to make different types such as ..
- Busts - Head and shoulders of a generic pawn.
- Statues - Full Body of a generic pawn (male and female)
- Animal Sculptures - Animal shaped sculptures
- Ice Sculptures (for the Medieval Mod)
- Mythical Beasts - Dragons, Sphinx, Gargoyles, etc.
- Globes - Planets and/or Solar Systems
Want a bust of Tynan go use medieval mod haha
#127
Mods / Re: Mod Request! More Sculptures, Retextured Sculptures
November 01, 2016, 11:52:18 PM
why more statues when you can taxidermy a animal it's also a statue only taxidermy https://ludeon.com/forums/index.php?topic=2569.0
#128
Mods / Re: [Mod Request/Idea]Computer For Joy
November 01, 2016, 11:49:11 PM
Yes but its conflict with medical compilation cause it uses brain pal from that mod minus the PC so I can't use it
#129
Outdated / Re: [A15] Ancestral Spirits
November 01, 2016, 11:39:18 PM
Ill try that but i really want to see my factions at start
#130
Releases / Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
November 01, 2016, 05:09:23 AMQuote from: RommePawn on October 25, 2016, 02:04:47 AM
Somebody messed up a recipe.
Easy fix, go to Defs\recipeDefs\Recipe_Synthesizer.xml search liver, find <count>10</count> under SurrogateLiver. Feel free to compare with the other organ recipes, everything else uses 1 to make 1. Rather then 10>>1.
grab the toned down version of this in medical compilation modpack its balanced better than the original
#131
Releases / Re: [A15] Fences And Floors v1.1
November 01, 2016, 02:15:51 AM
yea i have an idea for your wooden fence too use medieval fence as benchmark uses 2 wood per segment 10 wood for gate. Its part of medieval mod
#132
Outdated / Re: [A15] Ancestral Spirits
November 01, 2016, 02:10:40 AM
me too I've been anticipating this mod. found out it conflicts with medieval mods factions sorry can't use this yet
#133
Outdated / Re: [A15] Ancestral Spirits
October 31, 2016, 11:37:54 PM
It would be great if this is compatible with medieval mod now I have a Greek settlement that started as a tribe
#134
Outdated / Re: [A14/15] Vegetable Garden v5.0 ~0.15.1279 [9/6/16]
October 31, 2016, 02:09:21 AM
Nice mod but conflict with Medieval mod which also does csalted meat it's just named jerked meat found out those 2 are conflict so I can't use this mod cause I like the fence on medieval mod more cheap reliable and prevents untamed animals from munching in my farms
#135
Outdated / Re: [A15 Test Release] Napoleonic Age:
October 31, 2016, 02:01:56 AM
Medieval mod haha ofcourse just using medivial mod for the best fence mod ever