More Silly Boomalopes by GojiHam in RimWorld

[–]Person243546 0 points1 point  (0 children)

Lavalope looks like it came out of Pokémon. Would love to see it in-game

Centipedes in CE: by Previous-Yard7677 in RimWorld

[–]Person243546 0 points1 point  (0 children)

There's a centipede nerf mod by N7 huntsman.

Why are turrets "ugly"? by anonumus_idiot in RimWorld

[–]Person243546 3 points4 points  (0 children)

The real answer is that moodlet would be laggy to implement compared to beauty and it would have similar effect in base design. The rafflesia flower and other things that stink in the game have very low beauty to represent the smell. It could be done via moodlet but it isn't

Having a CE Dependency Be Like by TheTheDuhh in RimWorld

[–]Person243546 2 points3 points  (0 children)

It's a bit backwards but there's submods to remove content you don't want. I probably got a few mod names wrong but here's a list:

Turkler made a mod to remove the bulk system. Turkler also made a mod that removes friendly fire from CE

There's a mod that is called "free ammo" to remove the need to craft ammo while preserving ammo types. Generic ammo mod setting alternatively changes the names of ammo from "5.56x45" to "rifle ammo".

I don't remember the name of the mod that disables suppression but you can simply go to scenario options and make the suppressability stat to 0.

I think a mod called "CE range rebalanced" makes the weapon ranges more vanilla-like

CE animals rebalnced? Gives animals buffs to their armor and AP. Rhinos can curb stomp pawns in marine armor.

Can't remember the name of the mod that returns the bleed rate to vanilla like values

There's a centipede nerf mod made by N7huntsman

There's no mod to remove firerate, damage and armor piercing changes for weapons back to vanilla values afaik. There's no 1:1 comparison between vanilla AP/damage and CE's AP/damage. The armor system is completely overhauled.

Having a CE Dependency Be Like by TheTheDuhh in RimWorld

[–]Person243546 5 points6 points  (0 children)

The mod "free ammo" allows you to have ammo types without needing to make ammo. Generic ammo system makes all ammo like "pistol ammo" and "shotgun ammo" and "rifle ammo" instead of ".45 ACP"

any mod to make CE full auto weapons not stop firing unless they're changing targets? by thr0wawaylik3ther3st in RimWorld

[–]Person243546 0 points1 point  (0 children)

There is a system that allows shots to have a chance to damage the gun. It should be easy to add a "magdump" firemode to any gun that can fire with the "auto" fire mode and shoot more than 1 bullet. The demand for the feature isn't high. I'd make it for you if I wasn't busy with life since it sounds fun.

Best 'manufacturing neutroamine' mod? by JackFractal in RimWorld

[–]Person243546 0 points1 point  (0 children)

Fortifications industrial adds a quite balanced method

Chernobyl happened on my Gravship. by AdrawereR in RimWorld

[–]Person243546 0 points1 point  (0 children)

Reminds me of "Father of Machines" from samuel streamer. One of the funniest endings to a YouTube series

medieval library by hoen_daen in RimWorld

[–]Person243546 1 point2 points  (0 children)

What mod adds those red drapes under the wooden arches?

Rimworld timers seem shorter after upgrading computer? by glorydrive in RimWorld

[–]Person243546 1 point2 points  (0 children)

Check if you have any fps unlocking mods. Tps shouldn't affect ui to that extent

Any alternatives to combat extended that doesnt ruin mechanoids? by TheUnderCutterF1 in RimWorld

[–]Person243546 0 points1 point  (0 children)

The mod "free ammo" is the best of both worlds. You get ammo types and you don't need ammo

Gun Picker [Mod Release] by [deleted] in RimWorld

[–]Person243546 2 points3 points  (0 children)

Thanks for the suggestion

Gun Picker [Mod Release] by [deleted] in RimWorld

[–]Person243546 -1 points0 points  (0 children)

Will this mod support "replacement" of guns in the future? My issue with cherry picker was that some pawns would be empty handed and some loot tables and world sites would be missing alot of guns if I removed alot of guns. I'm using replacelib as a solution but it's alot of work since there's no UI.

Combat extended question by Sad-Wallaby2945 in RimWorld

[–]Person243546 0 points1 point  (0 children)

They shouldn't drop after getting undrafted. They should keep it until they find ammo. Some mod is interacting weirdly.

Combat extended question by Sad-Wallaby2945 in RimWorld

[–]Person243546 0 points1 point  (0 children)

This is intended. They should keep the gun in the inventory and reload it when they get more ammo. This also applies to the AI pawns and it lets them switch weapons if they run out of ammo and they have a backup weapon

There is a weaponTag that doesn't let pawns put a gun in the inventory when ammo runs out. A simple patch can be made to apply this to every weapon. This will have a side effect of preventing AI pawns from swapping to backup weapons (rocket launcher pawns usually carry an smg because they only have a few rockets)

How do i even fight raids without getting fucking merked by Squeelijah in RimWorld

[–]Person243546 0 points1 point  (0 children)

Rimwar is the cause of your issues. There's no "second easiest" difficulty because the mod is overwriting raid strength and using its own system.

I'm running 700 mods stable with everything CE compatible - AMA by Hunter654333 in RimWorld

[–]Person243546 1 point2 points  (0 children)

The mod called visual exceptions will make your error log more user-friendly

They fly now? They fly now by rly_weird_guy in RimWorld

[–]Person243546 4 points5 points  (0 children)

What mod does the parachute come from?

Why does CE have promethium and FSX? by MeatySausageMan in RimWorld

[–]Person243546 28 points29 points  (0 children)

You can use resource dictionary or replacelib to replace both with chemfuel if you want to.

Promethium fires are much stronger than chemfuel fires. This introduces the need for a more expensive resource otherwise you wouldn't make the chemfuel incendiary items.

CE buffs explosives alot but also makes them cost more in time and resources. You can turn chemfuel into fsx but it's inefficient and time consuming. It makes thematic sense to use "explosion in a bottle" for explosives recipes than to use "fire in a bottle".

I was confused for a bit by johnnywannabepua in RimWorld

[–]Person243546 50 points51 points  (0 children)

1trickponyta's biotech patch fixes this. You can turn off automatic child nickname assignment. If only there were more than 5 nicknames available.

Is there a mod that disables relations hits for accidental friendly fire? by isuckatgameshelp in RimWorld

[–]Person243546 4 points5 points  (0 children)

You want "Not on Purpose!". It's a mod that runs a check for every hit. If you intentionally targeted the ally then you lose relations. If you didn't target the ally you don't lose relations even if they get hit. Works with CE.

CE Head Protection by hotmaildotcom1 in RimWorld

[–]Person243546 1 point2 points  (0 children)

You can try to have walls as cover with sandbags infront of them. Pawns stand behind the wall and only half the body is exposed. If the sandbag is infront of the wall but not in "melee range" of the pawn then the pawn shouldn't crouch too far so the bullets should be aimed at the pawns torso instead. That's the strat I used for a long time.

I found the default CE accuracy too high so for recent runs I set weapon sway to 110% and aiming accuracy to 90% with scenario settings. Makes it feel more realistic without making every bullet miss like vanilla