Quote from: account13123 on May 19, 2019, 12:39:33 PMthanks manQuote from: Ruisuki on April 23, 2019, 10:47:44 PM
miss spotlight turret
Spotlight Turret 1.0 is under the name Projector on the github(the changelog mentions the rename, but the thread hasn't been updated to reflect it.) Thought it wasn't updated for a minute until I read the thread again.
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#181
Releases / Re: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
May 28, 2019, 11:19:23 PM #182
Releases / Re: [1.0] Trading Economy 3.1
May 28, 2019, 11:15:17 PMQuote from: Tocato on May 07, 2019, 03:41:01 AMsame question
using faction control makes each trading company its own faction, so it builds a ton of settlements around the globe. Any way to stop this?? As it is it makes the companies seem more like a civilization as opposed to a business
#183
Releases / Re: [1.0] P-Music - Adds 20 new fan made songs
May 28, 2019, 11:13:47 PMQuote from: Peppsen on May 25, 2019, 06:58:26 AMYou are awesomeQuote from: Ruisuki on April 23, 2019, 07:49:57 PM
3 year anniversary song coming up? o.o
You made me do it
#184
Releases / Re: [1.0] Technology Blueprints
April 25, 2019, 07:36:21 AM
does researchpal still through up errors? is it unplayable or minor bug?
#185
Releases / Re: [1.0] Turn It On and Off
April 25, 2019, 05:17:07 AM
can we set the passive power requirement ourselves? id like something in between 1w and vanilla
#187
Unfinished / Re: [1.0] [wip] Rimworld Civilization
April 24, 2019, 04:50:44 PM
what do the government techs do? Monarchy, diplomacy etc
#188
General Discussion / Re: so,got banned on discord
April 24, 2019, 06:39:27 AM
I tripped and fell and the N word just slipped out
#189
Mods / Re: Legacy Colonists
April 24, 2019, 06:36:48 AM
i thought prepared carefully only allowed inserting custom characters at game start? ill check tmr and see if thats changed in 1.0
#190
Releases / Re: [1.0] Swimming Kit
April 24, 2019, 05:54:24 AM
if the authors of yes vehicles ever figure out how to add vehicles(waiting on jecrells tools to update last i heard), it may be possible to do the same for boats
#191
Releases / Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
April 24, 2019, 05:37:08 AM
Can this work with prison labor to send my prisoners in? AFAIK there could be enemies down there but I doubt the prisoners survive a loading screen?
#192
Releases / Re: [1.0] Expanded Woodworking (Revived) (2019-02-01)
April 24, 2019, 03:45:00 AM
Looks very cool. Im assuming this is meant for a more survival realism run, and for aesthetic preferences? Given the increased labor costs I assume its meant for immersion...unless the different types of lumber each provide different stats, and benefits over one another?
#193
Releases / Re: [B19] Fences And Floors v1.21
April 24, 2019, 03:34:39 AM
Aw thats a shame. I loved using them as if they were elevators back in B17. Used to make 1x1 vertical corridors with a door at the top that leads to one down south, and the speed flooring to simulate the cabin. Rimworld doesnt have Z levels so this went a long way for immersion. RIP sensor
#194
Releases / Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
April 24, 2019, 03:31:36 AM
any chance of a modular edition? If not, weapons/furnishing split maybe just the faction? I love the idea of medieval factions being represented
#195
Releases / Re: [1.0] Clutter ("Was i a squieerl ?" December 20, 2018)
April 24, 2019, 01:35:23 AM
What did clutter furniture add?