Nice! I love playing with the Orassan mod on tundras and ice sheets so this'll help a lot when I get random human colonists! Awesome idea, kudos
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#2
Releases / Re: [B18] Call of Cthulhu - Rim of Madness Expansion Pack (1-3-2018)
January 07, 2018, 06:10:16 AM
Is there a way to get a vampire or werewolf pawn other than starting with one? So far the only times I've ever seen a vampire are when I choose the vampire start and I've never had a werewolf colonist join me outside of me using the "Prepare carefully" mod. Are they just that rare to see?
#3
Outdated / Re: [B18]RimSilo - The Storing Service Provider!
January 02, 2018, 12:19:41 AM
So how does it work exactly? Do my colonists just cram stuff into the atm now instead of stockpiles?
#4
Releases / Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
December 26, 2017, 12:21:36 AMQuote from: Jaxxa on December 25, 2017, 06:19:41 AMThe mod's name is just "Barbed Wire (with damage)" https://ludeon.com/forums/index.php?topic=34752
Probably not, what mod was it?
If they are using the standard trap building and only changing the xml code then it should work as it is. But if as it sounds like they have made their own type of trap in c# then that won't work. But throw me a link to the mod and I will see if that is the case.
#5
Releases / Re: [B18] Enhanced Development (Mod Collection) 2017-12-24
December 25, 2017, 02:14:40 AM
Is there a way for me to add mod-based traps into the Safe Traps "whitelist" so to speak? For example, I tried a mod that adds barbed wire into my game but, as it turns out, my colonists could still trip that trap.
#6
Outdated / Re: [A17] Xen's Junk - Races and all kinds of stuff. - EVEN MORE NEW STUFF!
December 23, 2017, 03:40:54 PM
Are these compatible with B18? If not are they gonna be updated soon? I wanna try and populate a world with as many aliens as possible
#7
Releases / Re: [B18] Equiums Horse Race mod Ver 9 Some Fixin's
December 22, 2017, 04:46:00 AM
More of a plea than anything, but is there a way to tell my guys to stop eating all the healroot? Understandable if not, it's just annoying that my grower will sometimes rip up the healroot for a snack rather than go to the kitchen. PS- The weapon spawning works flawlessly now, thanks!
#8
Outdated / Re: [A17] PeteTimesSix's QOL tweaks pack (1.0.2)
December 18, 2017, 06:04:11 AM
I would KILL for that "don't use meds on bruises" mod for B18, no joke
#9
Releases / Re: [B18] Genetic Rim - Combine your animals to create new hybrids - v2.4
December 16, 2017, 06:01:59 AM
Looking forward to when boars get added in, if only because I wanna see the name combo of a bear/boar hybrid lmao
#10
Outdated / Re: [B18] While You're Up
December 11, 2017, 12:35:52 AM
IDK If this is a normal thing or w/e but I keep getting the error popup that the mod isn't set to the correct targetVersion. I'm not adept enough with mod creation to know how to fix it so I just thought you should know
#11
Releases / Re: [B18] Equiums Horse Race mod
December 06, 2017, 03:42:46 AM
Maybe mine is different for some reason, but my pawns dropped unarmed. Plenty of armor though so thankfully bows were enough for the first raid lol
#12
Releases / Re: [B18] Equiums Horse Race mod
December 05, 2017, 05:54:26 PM
I have to bring up ONE nagging issue. With the military start, there's a suspicious lack of starting weaponry for a group of 5 trained soldiers in power armor
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