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Messages - Retry_02Hide

#1
Guess I should start making patches for MW factions because I want to use them in my current save. Though the save already has nearly 400 mods, I am always greedy and want more tacticool stuffs in my game 8)
#2
Awesome work CP! Stay safe.
#3
Hell Yeah! Finally some taticool close air support stuffs coming!
#4
Haven't follow this thread for awhile, and still can see some awesome new stuffs when I come back, thx for all your great works CP!
(the MW gears are freaken nice, gonna try edit the sound data of arriving at outpost/ starting a mission to "Bravo 6, going dark." for it)
#5
Releases / Re: [1.0] Sladki mods
March 08, 2020, 02:26:55 PM
Hi, thx for your nice QoL mods, is it possible to update 1.1 compatibilities for them?
#6
Help / Restrict recipe for certain work bench
February 10, 2020, 05:41:52 AM
I am trying to edit mod for my own use, and want to restrict some recipes for certain workbench.
I know adding '<recipeuser>' in the ThingDef of the item can make them only made by specific workbench. But the mod I am editing adds '<recipe><li>Make_ltem</li></recipe>' in the mod's 'BenchBase', does this format make those recipe restricted to that work bench?
#7
Actually, this issue happened before I installed Better Pawn Control, so that's nothing to do with that. If this only happens to dogs then it would be fine, but this also happens to livestocks like camel or boomalopes, which is quite annoying.
I've tried make the animals not have a master, but they always get a master after trained, so there's no temporary way to fix this right now.
#8
I am not sure what mod is causing this, but all my animals just keep following their master even the "follow when drafted","follow when working" option in the animal tab are all set to "false". They will sometimes automatically set the settings to "true" even I do not touch them.

All animal related mods I use:
Animal Logic
Hardworking animals
Giddy-up Core/Ride and Roll/ Caravan
Kill/Hunt for me
Animal food restiction
Release animal to the wild
Better pawn control-->auto change setting disappered after installed this, but the issue just keep happening, only the.tab remain unchanged

I've checked all their settings, but there's no settings related to this issue, hope someone can answer me, thx.
#9
Quote from: Chicken Plucker on December 03, 2019, 04:36:52 PM
Also turns out my Google Drive for these mods are full up
Maybe it's a bit too late to tell you this cause I haven't played Rimworld yet when you start publishing mods.
Google cooperates with some colleges and gives their students infinity Google drive called "G Suite For Education". You can register it if your college is in the support list, and once registered, you can use it forever even you graduate from the school.
#10
Unfinished / Re: [WIP] Deep Storage (functional)
September 09, 2019, 02:38:24 AM
The only reason I am using DS instead of ES-E is because DS has weapon lockers, one and only, outstanding feature.
#11
Hey CP, I saw someone on the steam mentioned attack helicopter. Just want to let you know the mod MiningCo. Spaceship has a close air support feature, it may be a good example if you need to make something like that.
#12
Gloves n' Boots? Damn, that means I can get a full set of tacticool accessories in Rimworld now. Look forward to your new stuffs, CP.
#13
Mods / [Mod Request] Overpass
August 06, 2019, 03:39:58 AM
I'm trying to build a base with separate areas, the only way I can connect them is through roads. If there's a raid, each base would be isolated and make it quite hard to fend off the attackers. Using walls to build a hallway is a solution, but it will cut the map into pieces and block the way to go through (it destroy the landscape as well). Is it possible to have a mod which let pawns build an overpass, which can walk through from above, also not blocking the road below it?
#14
Quote from: BladeOfSharpness on July 17, 2019, 09:58:48 AM
And now for a totally unrelated remark. It seems that for a given ammos, whatever the weapon it is used in, the damages are the same. This seems totally absurd to me. Unless there is some penetration factor that differs, but it is not indicated in the weapon description.

Because definitively, a rifle firing a bullet provides much more kinetic energy to it, compared to a handgun.
This is what bothers me a lot, too. I have some mods that add new weapons, and I have played them in no ce version before, so I know which performs better. But in CE, things u can know about weapon are only ammo it use, and some accuracy factors, which can't really present the differences between the weapons using same ammo.
#15
Releases / Re: [1.0] Lockable Doors EX
July 16, 2019, 10:37:59 AM
@lperkins2 maybe the mod you are talking about is clutter doors? It also has a lock option that can prevent mental break colonist to open the locked door.