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Messages - cyberian

In vanilla I keep armor on all the time.

If you want to switch then "Change Dresser Mod" lets you switch instantly when drafted:
Releases / Re: [1.0a] Vegetable Garden Project [11/4/18]
November 09, 2018, 05:11:18 AM
So in the simple stove I now have these two options:

"Create 4 simple meals"
"Create four simple meals"

some with many other food options

I guess one of them is from the VGP Gourmet mod and one from Feed the Colonists?
So Gourmet mod makes Feed the colonists not required right?
I hope I can remove "Feed the Colonists" without issues.
Releases / Re: [1.0a] Vegetable Garden Project [11/4/18]
November 08, 2018, 03:50:45 AM
Hello I am a little overwhelmed by the number of VGP submods. What should I install for the base experience so shich would you recommend and which submods are more peripheral/experimental?
So some of the weapons have a "knightly tag". Does this actually do anything?

Or just used to equip "knightly" raiders?

Great work with the mod btw running it almost every game.
Do the cosmic horror events scale with wealth? They seem way easier in my game than the normal raids. Could you maybe put a setting in where I can multiply their strength?
Releases / Re: [1.0] A RimWorld of Magic
November 05, 2018, 01:00:16 AM
The mod is extremely great thanks for all the work. Here some feedback don't take it to heart as I sad mod is very great.

Yes it makes the game super easy but I can increase the difficulty and do less defense (no killbox) and more insane wealth generation to compensate. In my current game I have a smith mass producing dozens 3000 silver dwarf king-crowns (3rd age).

The only class I am not super happy with is the Necromancer. Raising undead feels more like resurrecting peoples. I think it would be greater if he would raise the peoples as real Zombies and Skeletons with changed appearance which would be much weaker than normal guys. Zombies for fresh corpses and Skeletons for rotten ones. Simplest graphical change could be making Zombies dark green and Skeletons white if that color change can be done that is or maybe Zombieland and Skeletal Legions mod guys allow you to use their graphics those would be perfect.
But I guess thats a lot of work so just an idea. Also raising a giant horde seems a bit too powerful even for the high power of this mod.
The other abilities are fine.
Mods / Re: [Mod request] Medieval gameplay tweeks
November 02, 2018, 09:48:56 AM
Wow this is great, exactly what I needed doing a MT+LOTR+Cthulhu run
So since the mod removes the Comms Console is there any way to contact factions?

Also for some reason I did not have a single trader the last 10 hours but that also might just be Randy doing Random things. Only visitors coming no traders.
Smarter Food selection mod helps wih that
Releases / Re: [1.0] A RimWorld of Magic
October 30, 2018, 07:15:13 AM
Should the Ranger Bow Mastery ability work with bows from other Mods like Longbow from MT?

I tried to look through the defines but I was not able to determine the exact prerequisite.
I think if it looks for <damageDef>Arrow</damageDef> then it should work together.
General Discussion / Re: Put Your Armour On!
October 30, 2018, 06:49:18 AM
The change dresser mod also does that.

You can easily switch between multiples outfits when drafted or not drafted.
also on steam
Releases / Re: [1.0] A RimWorld of Magic
October 30, 2018, 06:27:09 AM
Wanna try this mod for my next game. Does anyone know if this this should work with Cthulhu Monster and Cult Mods and Medieval Times mod?

Can Wizards wear steel or is there an option to restrict them from wearing metal armor? Otherwise I guess I can just restrict myself. Saw there is Wizard robes as clothing thats probably great to use or I just use some Apparello 2 stuff.

Is there other mods you would recommend with this one?
So I have a network with water tower, two wind pumps, wood boiler and hot water tank and then a couples of showers, toilets, heaters and sinks. I have one sewage outlet.

I now added a septic tank but it does not seem to clean the water. The treatment description in the water tower has not changed from before it still says untreated. I am also emptying it regularly. Do I need more septic tanks or am I doing something wrong? Septic tank is for cleaning the water right?
So had it installed in previous games but first time really heavily using this mod.

If someone has a scratch or missing finger or toe you are supposed to replace the whole body part right?

Anyway great work with this mod.
Releases / Re: [1.0] Alpha Animals - 1.05 (29/10/18)
October 30, 2018, 05:04:27 AM
The wildpod change is highly appreciated. I had a manhunter pack of 10 wildpods that I had to wait out. I had only 2 molotovs

I guess next time I can engage because I can club the fire survivers to pieces with warhammers.