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Archerbob

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18 comments

  1. gryffon2
    gryffon2
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    Sadly this doesn't work with the version of Rimworld on Steam. Once mod is allowed the game restarts, as it does whenever a new mod is added,
    but never gets to the base menu, only the background appears. Music
    never starts
  2. OpiumThoughts
    OpiumThoughts
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    Thanks for the mod, awesome job.
  3. ready0055
    ready0055
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    Does this mod work on the jun 2017 build?
  4. tot1212
    tot1212
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    For some reason i activate the mod in the menu and it goes to the main menu with no buttons at all and i waited 1 hour for it so i closed it and every time i open it now it crashes. Im so sad cause it took me a half hour to download the mod.
    1. tot1212
      tot1212
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      Oh i just found out that its outdated im using alpha 9
  5. Carlsf
    Carlsf
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    I have a sugesstion. I have a colonist who was fighting lots of tribal enemies and her leg was torn so she can move. Maybe you could add some cybernetic surgery? But not overpowered.
    1. Archerbob
      Archerbob
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      Thats a pretty good idea, I haven't looked into wounds yet, so I have no idea if its possible. Maybe something simple can be done like: Remove the torn leg effect so the colonist can walk at full speed again, but the surgery will cost a bunch of metal bars. I will look into this.

      Archerbob
    2. Carlsf
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      I have another idea for you. Maybe you could integrate your mod with Superior Crafting Mod? That mod is similar to yours in some cases. I know this could Take some Time but combining two mod like that would be Great. And about your reply, I think surgery need to consume medicine as well as metal.
    3. Vochanan
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      You can already do that.

      A tribesman chucked a spear at my child prodigy doctor, tore his leg right off.

      I had one of my other colonists perform a hack job on him, gave him a peg leg made out of a cactus.

      You can improve it later, but at least that way they can move.
  6. GothikaGeist
    GothikaGeist
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    Would it be possible to separate each included mod into modules? So we can pick and choose. I would just download the ones I want at their pages but Better Power isn't updated for Alpha 6...
  7. danielmk
    danielmk
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    i think i found a bug. no trade ships are passing by anymore and i don't know why :-b. can anyone help me?
    1. Archerbob
      Archerbob
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      Trade ships and all other events ( drone , invasion , crashed pod etc ) are all inside a list, the game randomly picks an event that is gonna happen. This means that sometimes it just does not pick the trade ship for a very long time. I am play testing this version myself and the ships do work. If the problem continues, you could send me your savegame and ill check it out.

      Archerbob
    2. danielmk
      danielmk
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      TY :-D
    3. SasquatchM
      SasquatchM
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      I actually came to say the same thing. It seems as if they came less and less frequently until you just don't see them anymore.
    4. Demagod
      Demagod
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      I also have been having no trade ships after the first couple months. I thought bad RNG, however this has been 4 or 5 colonies I've experienced no trade ships after the first year.
  8. hunterkiller725
    hunterkiller725
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    there no textile bench i cant make cloth for my power armour
  9. DapperDan612
    DapperDan612
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    For some reason, colonists are only eating from packaged survival meals. I have a stack of simple meals made and they refuse to eat them. It's kind of game breaking since they'd rather starve to death or travel half a day to get a PSM than eat homemade food.
    1. Archerbob
      Archerbob
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      It is correct that colonists prefer PSM's over simple meals, this is a vanilla thing. You could disable the PSM's on the other side of the map so they won't use them anymore and eat the stockpiled simple meals. I will look into it, but I don't think there is a simple solution to this.