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https://steamcommunity.com/sharedfiles/filedetails/?id=2019227986
@SmolPP - You select a pawn and then you right click the mission or recruitment board and it works. If you are using this for 1.1/1.2 then you should go to the new and updated version designed to work with the latest RimWorld.
@Divine Luna - They work just like the vanilla medicine, did you enable this mod mid-save? I wrote an FAQ about it, it can be because the game auto-disables them for pawn use if this mod is newly added
@haunted medic - Yes
https://steamcommunity.com/sharedfiles/filedetails/?id=2019227986
Radio and Fridge is back thanks to valrossenOliver and Dninemfive, sadly we lost the shuffle and autoplay feature. Oh well.
1.1 version needed to be separate due to bloated 300MB size if it was 1.0 cross compatible. I'd have had to duplicate the tune sound files which would have caused unnecessary disk space shenanegans. I am still awake at 5AM to update this mod, and in 2 hours I have to be ready for military college. You lot better be getting tacticool over this update.
New update has removed "Red Horse" tab and includes all buildings within vanilla tabs. There's also new HESCO walls and recruitable pawntypes (if you have RH factions enabled). Enjoy.
*Runs off into the night cackling like a mad man*
https://ludeon.com/forums/index.php?topic=40519.810
It’s a bit messy at the moment. Check it out if you can’t wait, mission bird and red phone working, no known errors.
Red Horse is meant to cut out as much problems or time consuming things as possible so that the player can focus on combat. Black Hat Station costs time and creates greater risks of high threat raids, Vending Machines overcharge, and again adds to the wealth problem. You can abuse this as much as you want but your colony isn't invincible just because they no longer worry about food or medicine production, when the 8000 raid ticket comes with Scyther spams that were dropped in the centre of your colony, you'll know what I mean.
There are consequences implemented by vanilla already, the attempts to add the FBI was just a bonus.
When FBI raids finally came it didn't work perfectly. It caused a few bugs and then people came to me to ask for it to be taken down. Now that it's gonna be off, I am asked for it to be put back, or some other complex system. It's tricky to find middle ground.
Continued
I am removing the FBI from the black hat station for 1.1 and that's the action I'm taking to reduce issues, other than that I am very out of time and I can't play around making different versions for specific needs, my apologies. Take care.
Then there's our medical bed.. I plan on scrapping the medical bed and all of it's medical equipment with the exception of the stretcher. Why? Well besides me trying to gun for a different artstyle, I am told it's just not different enough from vanilla hospital beds. I may keep the stretcher.
News regarding the mission board: You can only select one option now, it was the only way to save it. It's a random quest giver for 500 silver. This is due to 1.1 changing how quests work, they are no longer IncidentDefs, they are scripts. The QuestGiver_Random is an incidentDef which let me put it on the board.
Lots of content getting cut but that's not too bad, minimalizing. Thoughts please.
Regardless thank you so much for making this mod in the first place since your mods are some of the greatest things to ever happen to the game.
Any way for us to roll back to a version without the FBI-units given the somewhat buggy nature of the no-knock raids? : ) Love the mod, but suddenly all of my raids are no-knock sapper raids.
Besides being out of time and being very busy, some of the textures of the mod are facing an overhaul on it's art. The next return will see this mod being renamed once again.
A few things such as the Fridge will be removed, sadly since it's not performing as it's meant to and the coder for it has abandoned the fridge while the more up-to-date ones out there from other mods are working the way it should be.
Lots of plans to add new furniture and buildings to finally seal the deal for this mod. More details here: https://ludeon.com/forums/index.php?topic=40519.795
@Bon - There's a VR mod already out there from which the VR stations here were taken from, I think it's called "Training Console"
when you press 'i' it says nuka-cola quantum costs 30 silver, but when you look into work details it actually costs 300 silver.
They are strong and all, cost is somewhat justified, but if possible please make prices consistent
@dimullaney5 - If the law doesn't get you, someone else eventually will. say no to online theft
@dimmullaney - I didn’t wanna do voice likes because repetition of voice lines can get very tiring compared to sound effects, it’s uncanny to hear the same phrase made by a human being, uttered exactly the same way each time. It worked in MGS V since it was highly randomised.
Anyway, if it were to ever happen it’d be for an MGS V mod in the future
The mod has added food, it’s added a mercenary pawntype with unique clothing and it adds drugs. Nobody went to me to say “hey I thought this mod was about furniture!”
I’ve been trying to implement this feature for a year. I’ve gotten complaints, asking why there’s no consequences for the OP silver production with illegal activities. I’ve told the last person this, there’s a version of this mod in the description that doesn’t have the Black Hat Station. If you don’t like the new update here, either switch to that version or stop using this mod because Chicken Plucker won’t do what I want him to do.
I’ll repeat it again, there’s already a version that doesn’t have the FBI. It’s in the description. If you don’t like that, no, I’m not making another version or rolling back an update that will break other people’s saves.
This mod is about Furniture - isnt it?
Here's some bullet points:
- There's a version of this mod that removes the black hat station. It's in the description.
- I don't control your raids, storytellers do, I can only tweak the "combat power" of pawntypes, which means what they're worth in raid tickets
- If you're running hundreds of mods, it's natural your game will slow and eventually crash
- If you're on the endgame with high wealth, it's natural storytellers will send you hundreds of enemies, be it insects or mechanoids
I'll add the changes today, and hopefully it at least helps massively.
I'm still waiting for dninemfive to fix a few things (i.e. sappers being labelled as no-knock raids) since a lot of my mods rely on these third party coders that have decided to donate their time and help add features. I am getting busier and modding is rapidly fading away from my schedule.
@Anomaly - fast track has patched it but they haven’t gone live with an update.