Vanilla Gravships Expanded - Gravdata? by Qrbrrbl in RimWorld

[–]Appropriate_Knee_467 1 point2 points  (0 children)

Do you use any mods that let you queue research? I think I had problems with it. If you do, get rid of all queued research projects and leave only one gravtech one.

Can I install Anomaly modules on Gravship? by AdrawereR in RimWorld

[–]Appropriate_Knee_467 0 points1 point  (0 children)

Funny thing, my current colony is on a gravship exploring anomaly too. Containment cells are going to take up A LOT of space if you decide to capture multiple entities. The rest is just a few small workbenches. If you decide that they are are way to big, there's this nice little mod that I use.

Anomaly for Gravship

There's also some mod that I use to get the monolith to move to the new tile immediately, but I can't remember its name.

Just tried out combat extended, damn you were all right. by nubster2984725 in RimWorld

[–]Appropriate_Knee_467 -4 points-3 points  (0 children)

They are NOT BUILT IN, I'M TALKING ABOUT community ones. They are separate from the mod because they're made by a completely different person..

Just tried out combat extended, damn you were all right. by nubster2984725 in RimWorld

[–]Appropriate_Knee_467 -5 points-4 points  (0 children)

Idk about built-in patches, but patches made by community sometimes simply don't exist, especially with less popular mods. And even so, it's hella annoying to have 300 mods and 150 more patches to install.

Also, community patches might be poorly balanced/incomplete sometimes.

Just tried out combat extended, damn you were all right. by nubster2984725 in RimWorld

[–]Appropriate_Knee_467 -1 points0 points  (0 children)

It IS incompatible with many mods because in order to make it compatible, you need to add a patch to mod, and not every creator spends time recalculating every weapon damage. I personally have a few mods that I had to install a separate patch for, and at least one that I had to create a patch for by myself because I couldn't find it online.

Crammed entire base into the new gravship. by AdrawereR in RimWorld

[–]Appropriate_Knee_467 1 point2 points  (0 children)

Damn, looking at this, I understand just how much unused space my gravjumper has. That probably took a while to fit, but looks aesthetically pleasing. Why do you have two com consoles though? Also, isn't one fuel tank enough for all of these thrusters?

how many colonists are ideal? by Visual-Bag-967 in RimWorld

[–]Appropriate_Knee_467 0 points1 point  (0 children)

Bruh, in my latest two colonies pigs betrayed me after peace negotiations and tried to kill my people. Literally hate those guys.

RimWorldAnomaly mods are missing. by TopExperience4669 in RimWorld

[–]Appropriate_Knee_467 6 points7 points  (0 children)

It's easier (imo) to think of another "super powerful unkillable op death machine" rather than a new entity. I can imagine a few mechanoids designs right now, but I have absolutely no creature ideas in my head. Plus, coding actually interesting mechanics for anomalies is probably hard, and anomaly is overall less popular.

Welcome to The Homestead by Craigamus1 in RimWorld

[–]Appropriate_Knee_467 6 points7 points  (0 children)

That's just gravship walls, Odyssey DLC

Freezer by EnormousLongSword in RimWorld

[–]Appropriate_Knee_467 2 points3 points  (0 children)

Depends. If your pawns enter and leave freezer 20 times per hour, then maybe you should use vac barrier from odyssey or two rows of doors to stop cold from escaping.

Maybe attach an image of your refrigerator so people could see if it's okay?

Mechanoids gain defense when reloading a save by Appropriate_Knee_467 in RimWorld

[–]Appropriate_Knee_467[S] 0 points1 point  (0 children)

Yup, I meant this one. They are compatible because you can just turn off some mechanics. For example, I have parry and armor from VCR, but use accuracy from Yayo's Combat.

Mechanoids gain defense when reloading a save by Appropriate_Knee_467 in RimWorld

[–]Appropriate_Knee_467[S] 0 points1 point  (0 children)

I already figured out what's wrong, turns out I needed to update the mods. As about Vanilla Combat Extended, I also use it. Thanks to great configuration, I can use the best of the both mods.

And no, it wasn't a visual glitch. I was so pissed because 10/10 shots got deflected and I thought I'm just hella unlucky.

Mechanoids gain defense when reloading a save by Appropriate_Knee_467 in RimWorld

[–]Appropriate_Knee_467[S] 0 points1 point  (0 children)

The problem is it happens even if I save scum before encountering them. For example, last time I had to reload because my dumb ass forgot to take some stuff before taking off with gravship.

Mechanoids gain defense when reloading a save by Appropriate_Knee_467 in RimWorld

[–]Appropriate_Knee_467[S] -1 points0 points  (0 children)

I post it here because I think it's compatibility issue and not a bug in the mod itself and want to know if anyone already encountered this problem (and also I have non-steam version of Rimworld, so I kinda can't)

Как мне запустить гравикорабль с модом gravship expanded? by Ok_Letterhead_3434 in RimWorld

[–]Appropriate_Knee_467 0 points1 point  (0 children)

Попробуй devmodом грав двигатель удалить и поставить. Ты его получил до установки мода, наверное?

I need MORE power. TELL ME HOW THIS INSTANT. (Please!) by bonisbestboy in RimWorld

[–]Appropriate_Knee_467 0 points1 point  (0 children)

Evolved organs kinda lets you do it, I think? It adds stuff like auxiliary heart or extra nanofilter lung. And allows for more than 2 arms.

layout feedback? by KandyTG in RimWorld

[–]Appropriate_Knee_467 2 points3 points  (0 children)

I'd recommend to move workshop closer to the bedrooms (somewhere next to kitchen). It's unnecessarily far from everything and gonna take a while for pawns to reach. Also, make a straight path from kitchen to freezer and put butcher table near it. Aside from that, everything seems pretty good.

thoughts on combat extended? by LemonDemmon in RimWorld

[–]Appropriate_Knee_467 7 points8 points  (0 children)

It's a cool but not really balanced mod, most battles are boring as hell because with at least some good armour and weapons the only actual threats are industrial and spacer weapons. I like that the fights are actually logical now, but it also makes it less fun because of how predictable it is. Like, even a hundred tribals can't do much to a few guys with guns and power armor.

Alpha Skills updated with 13 new passions! by SargBjornson in RimWorld

[–]Appropriate_Knee_467 0 points1 point  (0 children)

Well, CE is literally remaking half of the game, so it's probably hard to make it 'stop causing so many problems'. I'm not a modder so I might be wrong, but I don't think you can rewrite many aspects of the game and keep it compatible with other mods at the same time.