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 on: Today at 01:47:43 AM 
Started by Nadodan - Last post by Nadodan
The bug is positive, but I don't think it's intended. I've noticed when I buy Neutroamine from a village or caravan, I actually gain capacity instead of losing it in my caravan.

 on: Today at 01:41:31 AM 
Started by AtomicRavioli - Last post by Demonlord091
Is this still working for A18? One of my favorites, love the thought of cataclysm DDA mixed with rimworld. I'll check back later and see for myself if no one knows.

Great mod!

Hmm, the mod is xml only, so it is definitely doable. This actually looks really nice, like the author put in some great work, and I would hate to see it go to waste. I don't have any experience with a lot of the stuff it messes with, but I think I might be able to have it updated within a couple weeks. Just browsing through it, I'm confident I could do it, I'll just need a little time to learn all of these things that I haven't worked with before. No promises, but I'm thinking I will get it done.

The more I read about the mod, the more I want to play with it too. Oh, who am I kidding, I will get it working properly and then find something else to fix. That seems to be how I "play" RimWorld lately ::)

3 months later:  How'd that tinkering go? Did you figure it out or did you give up on it?

 on: Today at 12:35:49 AM 
Started by jecrell - Last post by AllenWL
Just out of curiosity, are werewolf attacks considered animal attacks when using combat extended(crits cause knockdown)?

Edit: And there also seems to be some sort of incompatibility? with CE. I dumped a bunch of werewolves inside a room and had them all trigger blood fury which caused this red log to pop up over and over, saying something about CEtools not found and armor penetration or something?

 on: Today at 12:33:28 AM 
Started by Greenbear - Last post by sadpickle
I think they are pretty easy with prep time. Build some simple shooting barricades at max gun distance. 2-3 blocks of wall with a roof on the shooter's side, have the shooter stand at the edge and he'll lean around. Make one per shooter and spread them around the ship part. If two pawns stand next to each other you will have problems from Inferno Cannon and Minigun. It's even easier if they raid the base, because Centipedes are so slow you will be able to engage the Scythers first. Mass fire on Scythers and spread out to deal with the Centipedes. EMP can help but I don't bother with it, they adapt too quickly.

And above all else, make Devilstrand gear for everyone, it provides serious protection and you can grow a huge quantity of it with a decent growing season.

 on: Today at 12:13:31 AM 
Started by GamerGuy - Last post by mabor0shi
Record low activity in Count to 9000 these past few days. Expect the thread to die soon. :'(

 on: May 21, 2018, 11:48:49 PM 
Started by MarvinKosh - Last post by MarvinKosh
Before I forget, there's a new test release of Hunting Restriction to fix a bug:

- Hunters who take an order to hunt a predator (when hunting predators is enabled) will now change target if the predator goes to sleep in the time it takes for them to get there.

 on: May 21, 2018, 11:38:21 PM 
Started by NoImageAvailable - Last post by Commander Beanbag
Hi, I've got some weird stuff happening with melee weapons. Weapons that do sharp damage ignore all armor, no matter the weapon's quality or material, nor the armor's stats. Weapons dealing blunt damage seem to behave normally. Mod list is Core, CE, CE Guns, all latest versions from Github. I wanted to check if anyone else has this issue before posting it on Github.

 on: May 21, 2018, 10:29:55 PM 
Started by Setup - Last post by Miyaluzbell
Yo have my attention

 on: May 21, 2018, 10:15:55 PM 
Started by DuckBoy - Last post by DuckBoy
If they do, they don't use the constant push per time interval of the other buildings, nor the GenTemperature.pushHeat call of Fire and SteamGeyserSpray one shot events.  Doesn't mean it isn't elsewhere in the code though. 

The ancient wisdom specifies an exploit that produces a perfect seal in a room under a mountain below 15 degrees C, if that still works, you may be able to test it by dropping a pawn in and making a few hundred meals to raise the temperature up to 15. 

 on: May 21, 2018, 10:07:18 PM 
Started by DanielTheDemiWizard - Last post by BlackSmokeDMax
Running fine here. Looking at your log, it looks like a bunch of your mods are for the previous version of Rimworld. Very possible it is one of those messing with CooksCanRefuel.

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