Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
NONE of the metals in rimworld burn. dick
And English grammar.
https://steamcommunity.com/sharedfiles/filedetails/?id=2557145474
I'm referring to how some recipes make use of 'any wood' or 'any stone'.
If the mod covered 'any metal' it would implicitly be compatible with any other mods that add new metal types without requiring patches (assuming the said mod didn't already make their metals non-flammable.
> "steel is more durable because... it's steel" (with screenshot below it)
So when you switched to this mod, basically all your steel structures doubled their HP, which explains why you needed to "repair" them. That wouldn't have happened if you had started a new game, for example.
Also I can confirm that "X-path patching" is better practice than overwriting vanilla "Def" structures.
been using "Metal Doesn't* Burn" (*sic) and found Metal Don't Burn. after downloading the latter, I remembered I already had the former installed, so I replaced Doesn't mod with Don't mod (urs), loaded a colony
all stuffed objects made of metal (plasteel chandelier, all Hygiene pipes, all steel walls, all vanilla wires too iirc) were now at 50%HP and had to be repaired. needless to say, this'd take days bc I have 25 FPS on a good, vegetation-less day so I dropped the idea of keeping ur mod for now even tho it has better graphics on its workshop page (ergo, it's cooler)
so, don't wanna come off as an a-hole but still, my questions are: was this supposed to happen? and what actually makes these two mods different? I've read in Doesnt mod's comment section it overrides diffs instead of patching them or w/e, Idk, I'm not a coder. I'm assuming, that's bad and ur mod doesn't do that?
thanks in advance, sorry for writing such a confusing message, I don't even speak English
Question incoming:
If a character is wearing armor (normal or power armor), is the chance of this character on fire reduced? There is a great GlitterTech mod that has an equally great Commandos faction. The bastards of this faction are armed with rifles, with a high level of arson of characters. I am looking for a way to overcome this injustice, maybe your mod will help. Sorry, I don't speak English well.
Thank you.
Signed: The entire fucken rimworld community