I'm curious what is stopping the player from building a few pods and firing the colonists to the hidden ship location to escape the world, sparing the lengthly caravan trip? I presume there is a mechanic to stop you from that shortcut?
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#17
Releases / Re: [A16] Orassans
December 14, 2016, 03:51:12 PM
Great, despite setting Rimworld to not update past Alpha15 the Orassans updated and broke my long-term game. I am sorry for the stupid question but how do I revert Orassans back to A15?
Edit: ignore this. I picked up the earlier version from nexus. Will think again of getting any mods from steam
How do people usually handle this without reverting mods with every new release?
Edit: ignore this. I picked up the earlier version from nexus. Will think again of getting any mods from steam

#18
Releases / Re: [A15] United States Colonial Marines (Aliens) - All mods (14/09/2016)
December 13, 2016, 01:34:30 PM
In terms of compatibility I haven't had any issues while using all of the following:
CK - Animal and Plant Pack
Hospitality
EdB Prepare Carefully
EPOE
Call of Cthulhu (Cosmic Horrors and Factions)
Faction Discovery
The Mad Rabbits of Caerbannog
Orassans
Alpha Animals
However I must admit I have stayed away from the content as I find the weapons and the turret unbalanced, they just inflict massive damage. The turret was able to defend my entire base for over a year on its own; and even a Pulse Rifle shoots so rapidly I eventually gave up on it to have some challenge. I'd gladly use all the weapons if I was able to increase their cooldown time a bit. God I love those sounds!
Despite this criticism I'd like to lodge massive appreciation for the work that went in this, the content is brilliant. If xenomorphs are intended as a future upgrade to the mod, be it as an entire event or just stand alone animals, it would definitely be something I'd be checking out. Keep up the good work!
CK - Animal and Plant Pack
Hospitality
EdB Prepare Carefully
EPOE
Call of Cthulhu (Cosmic Horrors and Factions)
Faction Discovery
The Mad Rabbits of Caerbannog
Orassans
Alpha Animals
However I must admit I have stayed away from the content as I find the weapons and the turret unbalanced, they just inflict massive damage. The turret was able to defend my entire base for over a year on its own; and even a Pulse Rifle shoots so rapidly I eventually gave up on it to have some challenge. I'd gladly use all the weapons if I was able to increase their cooldown time a bit. God I love those sounds!
Despite this criticism I'd like to lodge massive appreciation for the work that went in this, the content is brilliant. If xenomorphs are intended as a future upgrade to the mod, be it as an entire event or just stand alone animals, it would definitely be something I'd be checking out. Keep up the good work!
#19
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
December 13, 2016, 01:27:29 PM
Please tell me you guys will be supporting this mod for the upcoming A16
The game simply wouldn't be the same without it!

#20
Mods / Re: CK - Jurassic Pack [WIP]
December 08, 2016, 07:23:05 PMQuote from: A Friend on December 08, 2016, 10:25:58 AM
It's a pun. Park, pack, Jurassic parck
So much is obvious but is the pun alive

#21
Mods / Re: CK - Jurassic Pack [WIP]
December 07, 2016, 05:34:49 PM
Hey folks, love your big mod. Is this one still alive and being developed?
#22
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
November 24, 2016, 11:19:30 AM
Your mod is what prompted me to register and post here. It is a literal game-changer for me and I can't praise it enough. By far the most impressive and diverse addition I have encountered so far, and there are some bloody good ones around. Looking forward to the next updates!
Is the tropical rainforest the only biome you have overhauled so far?
Is the tropical rainforest the only biome you have overhauled so far?
#23
Mods / Re: Nominate a mod to be included in RimWorld!
November 24, 2016, 11:16:11 AM
CK - Animal & Plant Pack
https://ludeon.com/forums/index.php?topic=26265.0
I am surprised there aren't more voices for this one. It literally transforms the game and adds a layer in visuals and gameplay. It is obviously WIP but my experience with it suggests if/when complete, it can truly diversify the biomes in a meaningful, in depth way.
It made me feel I am struggling against the jungle for real, it added immersion and variety in exactly the areas I think the vanilla game is lacking atm. I don't think I can revert to vanilla tropical rainforest now, it would just feel bland.
If you are looking for a mod that truly adds value on multiple levels, you simply must consider this one.
https://ludeon.com/forums/index.php?topic=26265.0
I am surprised there aren't more voices for this one. It literally transforms the game and adds a layer in visuals and gameplay. It is obviously WIP but my experience with it suggests if/when complete, it can truly diversify the biomes in a meaningful, in depth way.
It made me feel I am struggling against the jungle for real, it added immersion and variety in exactly the areas I think the vanilla game is lacking atm. I don't think I can revert to vanilla tropical rainforest now, it would just feel bland.
If you are looking for a mod that truly adds value on multiple levels, you simply must consider this one.
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