Quote from: Wastelander on March 17, 2015, 08:38:05 PMQuote
-Custom storyteller will send lots more traders, especially slavers (done)
Oh please yes. I have been gathering about 10 slaves now that are utterly useless and there is not a single slave trader coming or in sight! For several month's now!
...
At least they help with consuming of food.
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#1
Outdated / Re: [MOD](Alpha 9) Slavers (v1.01) Initial release - easier starts
March 19, 2015, 05:36:51 PM #2
Outdated / Re: [MOD] (Alpha 9) Rimworld Zombie Apocalypse (v. 1.1 - Feb 18)
March 19, 2015, 10:37:39 AMQuote from: Kaballah on March 19, 2015, 10:23:07 AMMaybe different effects?
This is a super awesome mod! I have two bits of feedback though:
- Zombies should be immune to cold/heatstroke. They're dead, they shouldn't get cold and go sleepies.
- It's "a huge horde", not "hoard"
Heat, if they could decay, make them more infectious or susceptible to having body parts hacked off/weaker cause they rot faster.
Cold, further movement speed penalty. They are freezing solid.
#3
Outdated / Re: [MOD] (Alpha 9) Extended Surgery and Bionics V1.7
March 18, 2015, 07:26:39 AM
Would it be possible to get a recipe to fix bad backs and the Frail status in an update?
Expanded prosthethics and Organ Engineering already does that, however, that one doesn't play nice with another mod I am using.
Expanded prosthethics and Organ Engineering already does that, however, that one doesn't play nice with another mod I am using.
#4
Outdated / Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
October 17, 2014, 04:16:08 PMQuote from: Demonlord091 on October 17, 2014, 03:48:30 PM
Same here, Scourge.
20 Skull Posts, 20 Bloody Art, 20 Skull Piles, 10 Sacrificed Jars of Blood, 10 Blood Leaf, 10 Human Skulls, and 30 semi-fresh corpses. 0 Pact Strength.
I think we can safely say we have an Error.
Also found a compatibility issue with the Recipe Nurse. Seems if you try using the EdB Prepare Carefully mod located here:https://ludeon.com/forums/index.php?topic=6261.0 the button for harvesting organs and replacing limbs stops working. You can poke the thing for hours and all it'll do is freeze the game for a few seconds. No Error message in the logs for it though.
I can't say that I had a problem with Prepare carefully and harvesting the organs yet. Will have to try that and see if I encounter the same problem.
The blood pact trait also doesn't gets added to the colonists. Maybe thats the problem.
#5
Outdated / Re: [MOD] (ALPHA 7) Blood Pact by JuliaEllie - ALPHA SEVEN! (F this S)
October 17, 2014, 03:15:02 AM
I'm not getting any Pact Strength either and I got about 6 to 7 blood sigils as well as 2 skullspears and 1 skullgathering place.
When loading the mod I see an error message in the menu
Exception reading nailerrimmarine.xml as xml: expected >, but found s[115]line 157, position 12... (Rest doesn't show)
Config error in bloodpact: TraitDef bloodpact has 0 commonality.
When loading the mod I see an error message in the menu
Exception reading nailerrimmarine.xml as xml: expected >, but found s[115]line 157, position 12... (Rest doesn't show)
Config error in bloodpact: TraitDef bloodpact has 0 commonality.
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