I agree that there should be additions to the elections like the Colony Leadership mod, rip that one. I really miss the ballot boxes and leadership levels included in that mod. Even if it would now be released as a standalone, Im really waiting for it.
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#32
Releases / Re: [B18] Wandering Caravans (v2.3.4) [22/12/17]
February 23, 2018, 06:42:26 AM
What kind of mod incompatibilities would be possible with this mod though? Cant really think of anything, running smooth for me. Really nice mod.
#33
Outdated / Re: [B18] Shoo!
February 23, 2018, 06:27:50 AM
Very useful. I dont restrict animal movement usually, so they keep crashing in my leisure areas, although I have a barn built lol. Good job.
#34
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
February 23, 2018, 06:21:34 AM
It is always sad to abandon a colony to started with the launch of a new version but oh well, today's the big day + I can add 8 other mods that have been on hold now. CE is really a must.
#35
General Discussion / Re: Should Rimworld have bosses?
February 22, 2018, 11:24:28 AM
I think it was discussed already in the toranns Magic mod thread, where many people wanted bossfights cause the mod is so OP eventually, that you have nothing to kill with a challenge. If bosses would drop valuable rewards what they "hold" then I think RimWorld would take a huge step forward (to becoming neverwinter lol). Occasional bossfights - I mean boss versions of mechanoids would be cool, and the frequency and strength of bosses grow the further you progress in game like in normal Cassandra.
#36
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
February 22, 2018, 11:20:25 AM
Welp, finally updated. Now I got to blow up my colony I built for a month But at least there no more puppet fight with Thrumbos.
#37
Releases / Re: [B18] Smokeleaf Industry v1.9a
February 22, 2018, 11:18:20 AM
Havent played RimWorld for weeks, boy this mod has developed. Checked back, still the best mod about is smokeleaf industry
#38
Releases / Re: [B18] Cassandra Hardcore
February 22, 2018, 11:15:16 AM
Just started using it, makes much more sense than vanilla cassandra and Im also lucky with lots of events.
#39
Releases / Re: [B18] Monster Mash (v1.0.2) (1st Release, 2nd Hotfix)
February 03, 2018, 05:19:57 AM
I mean yeah, with zombieland mod this is full S.T.A.L.K.E.R experience. Ive already got the lovecraftian creatures dammit, now I got to fight against octopuses
#40
Releases / Re: [B18] Fuglypump's Mod Creations
February 02, 2018, 09:41:49 AM
Isnt the rabbit incident already included in the rascally rabbit mod by Rainbeau? Anyways gj.
#41
Releases / Re: [B18] Monster Mash (v1.0.2) (1st Release, 2nd Hotfix)
February 02, 2018, 06:53:06 AM
Very nice addition, hope this mod grows big. Really waiting for the land kraken.
#42
Outdated / Re: [B18] Plucker's MODLIST - Chainsaw is back! UAC Furnitures added. (27/01/18)
January 28, 2018, 03:13:39 AM
Them furnitures look cool. Kudos to people who demand adidas jumpsuit slavic patch.
#43
Releases / Re: [B18] A RimWorld of Magic
January 25, 2018, 12:41:32 PMQuote from: Torann on January 25, 2018, 12:13:52 PM
Not teleporter, that's a completely different spell with different functionality.
Happy to answer your questions. Might be easier to just turn on dev mode and give it a try though.
Just tried in dev mode against a pack of mechanoids, was fun porting around with them with cover, although the arcane mage was quite vulnerable. Had to keep sniper ready. Honestly this mod is turning Rimworld into Garry's Mod.
#44
Outdated / Re: [B18] No Boom Boom 1.0 : No more Boom Rats and Boomalopes
January 25, 2018, 12:37:03 PMQuote from: Harry_Dicks on January 25, 2018, 11:58:58 AM
I did not ever think there would be a situation where boom animals are the only animals on the map to hunt. I would think that with this mod disabling them, that the game will try to fill the lack of herbivores with another herbivore that fits that biome and temperature. I am confident that boom animals are not extremophiles that can take more of either temperature extreme than any other animal in the game. So you will actually have something decent to hunt instead of getting a shit ton of boomalopes and rats. I play with RF - Configurable Maps, and I have the "wildlife" level turned up maybe 35% past vanilla already. I just really have no use for them except a few I will start with and breed from the beginning. My game will be more fun for me, I think. I can always spawn more in with dev mode if I really want to anyway.
Never used the pre-landing configuration mods, and maybe I'm just unlucky. But since Ive played tens of savegames on shrubland, I know booms are very numerous, together with squirrels and plain rats, if good climate then elephants and boars. I personally like them since I utilize them as shields in combat (yes, Im a monster), but overall they are not annoying animals, although useless.
#45
General Discussion / Re: How Many People Actually Play to "Win"?
January 25, 2018, 11:41:45 AM
I usually aim for a militarial conquest, dominating pirate factions and making good trade bonds. I think only once I finished my game with ship escape, maybe it was back in A16.