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You are a legend. What would the Rimworld community do without you..
https://steamcommunity.com/sharedfiles/filedetails/?id=3274807828
Hope it helps anyone!
I m the one who updated your another mod Dynamic Diplomacy, I may have a try if you have the source.
For example: I disabled Larger Faction Bases, and now I can close the menu for the mod options properly.
Check for any mods that may override this one. Larger Faction Bases was the primary culprit.
@rotrules1234 Current market value of loot in Powerful Bases are 20 times the default value in normal bases, I'll update the loot market value to this: default market value * (enemy pawn point/250) so loot amount scales based on difficulty.
i was attacking one and they all were wearing the thickest Armor the game had to offer, lol
ngl thats not nudist.
Great mod btw! Thanks!
I see... In my environment, when I turn on the vanilla turret limit,
it seems to be replaced with fish and rifles, so I'll remove the powerful turrets in DevMode, and thanks you for your great mod!
I would like to disable only that do not work in the CE environment and some turrets that are insanely powerful in ver 1.2...
So, I noticed one point, but in the Japanese translation of 1.4, the 7th line of Keyed\ModSettings.xml
An error occurs because the part that should be </OPBaseStrengthLabel> is <OPBaseStrengthLabel>.
The 1.3 translation doesn't this, so I think the / has disappeared due to some mistake. Please confirm and fix. Thank you.
Well it works too well. Bases dont have enough power generation for those turrets to work especially when they use modded turrets. Pls buff base power generation
There's mod option to disable modded turrets.
@mrviruz0 Can you check if that error occurs even when other mods are disabled?
debuglog:
root level exception in OnGUI()system.invalidCastException: Specified cast is not valid. at GenStepSettings.GenStepSetings.WriteSettings () [0x0000c] in <290d60c7f7ca4d12855ac8b52b602b04>:0
the pirate build Mechanoid ship defenser. It's really powerful!