this mod sounds amazing! cant wait to test it on my current run!
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#2
Releases / Re: Short Range Transport Ships Expanded (SRTS)
October 02, 2019, 08:42:37 AM
Loved it. The fair prices are awesome and combining this mod with Giddy-Up mods it is possible to have a fair coverage on the world surroundings.
#3
Releases / Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
November 03, 2018, 09:43:52 PM
please a b18 link
#4
General Discussion / Re: Why do I always see the same pawn names over and over?
January 14, 2018, 02:51:29 PM
I never saw one Val, but i keep finding hakujas
#5
Mods / Re: [Mod Request] Upgrading Furniture
January 14, 2018, 10:00:58 AM
yeah, but i think the cost should increase too, ex: good to superior should cost like 15, superior to excellent should cost like 20 to keep the balance of the game.

#6
Mods / [Mod Request] Upgrading Furniture
January 13, 2018, 03:35:36 PM
a simple mod that allow a upgrade in the quality level of buildings for a cost of resources
example: i have an wooden bed (awful), i would like to upgrade it to shoddy with an 5 wood cost
example: i have an wooden bed (awful), i would like to upgrade it to shoddy with an 5 wood cost
#8
Mods / Re: [Mod Request] Crafting Leveling = More Crafting Speed
January 02, 2018, 06:48:57 AM
thank you very much!
#9
Mods / Re: [Mod Request] Crafting Leveling = More Crafting Speed
January 01, 2018, 07:44:23 AMQuote from: Canute on December 30, 2017, 05:45:22 PMi do have a mod that adds trainmat, a material to train crafting at all, thank you for this but hopefully it wont be a problem! Happy New Year!
You know, when you craft faster, you will finish the object faster too, and for the most crafting things this means less XP.
With the skill degeneration, unless you have realy alot of resources, you will have it harder to reach skill 20.
I mosttimes wait until my crafter rech skill 20 before i install him bionic arms (and spine from other mod).
Quote from: BrokenValkyrie on January 01, 2018, 07:19:57 AMOkay! Happy New Year and thanks!
Despite having worked closely with stats, I have never noticed that sculpting, tailoring and smithing are not influenced by crafting skill. This is one of the easier request. Easily achieved with xpath patch insertion.
Edit*
I am currently working on the mod, hopefully this will be quick one.
#10
Outdated / Re: [B18] [KV] Refugee Stats [ModSync]
December 30, 2017, 03:31:43 PM
works with hospitality?
#11
Mods / [✓] [Mod Request] Crafting Leveling = More Crafting Speed
December 30, 2017, 12:27:49 PM
Simple one, just make it like mining, cooking, medicine. Maybe one XML file is enough
#12
Mods / Re: [Mod Request] Caravan Vehicles running by Chemfuel
December 30, 2017, 12:23:58 PM
Are there horses um Vanilla?
#13
Mods / Re: [Mod Request] A mod that allows getting hyperweave in a reliable way.
December 30, 2017, 12:10:13 PM
You could delete all the other things from the Veg Garden mod unless the hyperweave thing, message me if you dont manage this
#14
Mods / Re: [Mod Request] Caravan Vehicles running by Chemfuel
December 24, 2017, 10:02:10 PM
rimworld lack some phases on evolution, you know... the actual line is Walking>Pack Animals>Launchpads... we haven't the mounting animals and the vehicles yet, i hope some mod/patch brings this things to make the caravans more dynamic and interesting.
#15
Releases / Re: [B18] Holy Washer! Get rid of that worn by corpse effect in more immersive way!
December 22, 2017, 09:16:43 PM
can you update the direct link to the B18? please.
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