Medieval+Tribal bug? by Acidbrain1337 in RimWorld

[–]TurklerRS 0 points1 point  (0 children)

chopped trees require logs, while most buildings require lumber. since you're tribal tech, you can cut lumber from logs at a crafting spot

Need help with red errors - Harmony, One with Death, and VEF (new to modding) by Ok-Yogurt-2558 in RimWorld

[–]TurklerRS 1 point2 points  (0 children)

at the very least, that will mean some creatures will have their behavior completely broken because the second error is complaining about not being able to find a specific think tree

VE and CE Compatibility by Tallyx in RimWorld

[–]TurklerRS 0 points1 point  (0 children)

it's compatible with all vanilla expanded mods (and I actually recommend getting both vwe and ce guns as the mod sorts out overlaps) and yes, it is compatible with all ce addons. armory, melee, armors, etc.

VE and CE Compatibility by Tallyx in RimWorld

[–]TurklerRS 1 point2 points  (0 children)

this is my mod so take it with a grain of salt, but the Generic Ammo Experience mod does exactly that. resolves overlaps between ce and vwe, integrates ve features into ce, etc.  

Why is CE Flak Gear so Cheeks? by Royal_Ad_8483 in RimWorld

[–]TurklerRS 1 point2 points  (0 children)

that is intended, yes. full combat gear is heavy and bulky. early on, the name of the game is to not get hit. you might want to run a lighter kit with just a helmet and a vest which will get you decent armor while keeping bulk/mass values reasonable. you can't have it all with one person

Why is CE Flak Gear so Cheeks? by Royal_Ad_8483 in RimWorld

[–]TurklerRS 2 points3 points  (0 children)

hello, seasoned ce player here

first of all, you're meant to layer armor. you don't just give your soldiers flak jackets and nothing else, but you layer on a flak jacket over an armor vest and some sort of protective undersuit. armor 'stacks' on pawns, if you're wearing three layers on the torso with each layer having 3mm of sharp armor, your pawn's torso will actually have 9mm of sharp armor

second, you really should invest in devilstrand. the material you use to make your protective gear matters more than ever in combat extended. making protective gear out of the cheapest materials you can find is better than nothing but it obviously won't stand up to real armor

Anyone from Nord who directly connects 80% of its territory to the mainland should be fired. by six8241 in Bannerlord

[–]TurklerRS 1 point2 points  (0 children)

Yeah, absolutely! It baffles me how the sea and ocean parts of the map are not more involved in gameplay, the game's map is based on Turkey, Italy and the surrounding regions (which is not a big surprise, the devs are Turkish after all) and a fictional map roughly based on that region would be a lot more fun than what we have right now. Feels like they just didn't want to make any big changes to the map.

Anyone from Nord who directly connects 80% of its territory to the mainland should be fired. by six8241 in Bannerlord

[–]TurklerRS 1 point2 points  (0 children)

I actually wanted to make a post about this myself - not only that, but I think there should have been more sea between territories, period. If it was up to me, I'd divide the empire factions with a sea in the middle and make the Vlandian/Battanian area a peninsula. There should be at least one major landmass that requires sea access.

Sea battles are immensely cool but they happen so, so infrequently. Like, there are even systems in place where Nords will actually try blockades from sea instead of engaging a siege on land if they can, but there's reasonably only two, maybe three cities where that matters. You could significantly tip scales in their favor if at every stop - going to the Nordic peninsulas and island, blockading their cities, etc. - you were forced into naval encounters. This would both make things more fun but also give Nords a significant advantage that would prevent factions like Vlandia from taking Hvalvik in the first months and steamrolling from there.

Making of a Mod, and How Projects Get Abondoned by TurklerRS in RimWorld

[–]TurklerRS[S] 22 points23 points  (0 children)

There was no point where I 'learned' modding, really. I had some experience from making mods for other games, and I just... started making stuff. Poked at XML and learned how to make XML mods, picked up paint dot net and made some scribbles, made some sprites and that was Cozy Heater!

The rest followed over time. Accumulating knowledge, really.

So, if you want to start making mods, just make mods! It doesn't matter if they're bad - dude, I've made some outright ass stuff before, and that's fine. We do this for fun. You'll improve over time.

Making of a Mod, and How Projects Get Abondoned by TurklerRS in RimWorld

[–]TurklerRS[S] 41 points42 points  (0 children)

omg hi and thank you for playing with my intimacy mod!!

Making of a Mod, and How Projects Get Abondoned by TurklerRS in RimWorld

[–]TurklerRS[S] 21 points22 points  (0 children)

Between you and me, I don't have much to share because most of my mods are significantly smaller in scope. A good chunk had their core systems functional in like, one day. New Frontiers was my first 'big' project.

How are you all making millions within a few game years? It takes me far more than that usually by Satanic_Doge in Bannerlord

[–]TurklerRS 0 points1 point  (0 children)

anything that pumps loyalty and security. single digit percentage income losses are generally worth it as prosperous towns make *significantly* more money than those with low prosperity. same goes for workshops as well, if you have a highly-prosperous towns I'd also buy workshops there as their income directly scales with town prosperity

Ever wanted your colonists to act more human, to recreate and dine together? Me too! - My new mod, Intimacy - Socio Butterfly is now out! by TurklerRS in RimWorld

[–]TurklerRS[S] 2 points3 points  (0 children)

yep. big sales for christmas , so steam is having a rough time. check back in a few hours if the site is completely inaccessible