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What will happen to this mod?
- SAS Black Kit to be removed from this as a separate mod
- British Military Kit to be mostly focused on regiment and MTP stuff rather than counter-terror uniforms
Update is aimed to arrive by this week for British Military Kit, for the Black Kit however it may be after since a lot of polishing needs to be done for the new content.
My HDD containing works in progress broke during May and I announced this in Ludeon. The incident has discouraged me from continuing modding until I manage to save money to pay the high fee in recovering the data from the HDD. The HDD contained over a thousand of unreleased textures and was the main hub for new mods and updates.
In the meantime I focus on my Army and Navy application for the UK, which has been neglected by me due to personal issues and modding to death as my runaway from problems.
I left more details here:
https://ludeon.com/forums/index.php?topic=40519.585
Lots of things were planned and in progress, but for now Red Horse is at a halt.
Is one of the best bad ass looking Uniform mods. With the black gasmask gear the men look realy good. Also in the dark red version of devilstrand.
Hope u could update this soon. Maybe u someone who knows how i work could do it instead if the creator allows.
Awesome Mod! Hopfully soon in B19 !
Any chance of a new helmet sporting the United Nations blue cover? It would be pretty sick to play as the British UN!
Okay lads, I just did some tests, here are the results.
The coveralls are fireproof alright, I had a colonist in dev mode get blown up by a fire bomb multiple times, they would get hurt by the blast but never get set on fire.
However, when the colonist is wearing something with the coveralls, such as a jacket or a hat or anything else for apparels that aren't -100% flammable, that is what catches on fire.
We now know the secret, I'm gonna sort out all SAS CT gear to be -100% flammable when I have time sometime next week
Yeah, materials! It wouldn't make sense to make them from highly-flammable wool and the end product be fire retardant now, would it? I feel like a little bit of realism helps, not only for immersion, but also avoiding annoying tid-bits that the game may not handle quite right. :P
I am working on a futuristic faction called UAC, they make all kinds of products in the DOOM universe, maybe I could make something super fancy using their lore.
You tell me, Chicken Plucker. ¯\_(ツ)_/¯
Either way, since my tests from A17, I have been aware that the fireproof thing isn't working how it should be, and it sucks cause it happens with power armors too
I could only do the low level .xml stuff, maybe in the future these smaller features would come around when I have current projects sorted out
However, the downside is the armors and clothing do not have any bulk or reload speed and etc coded into them to balance into CE, but there won't be any errors or bugs that would break your saves, just stuff being absent that would add into the Combat Extended experience.
I've been using this mod ever since i found it out long long time ago and would be a shame to have to let this go so that I can make it slightly more realistic (ammunition feature). My default equipment for pawns are basically stuff from this mod.
Not expecting you to answer this at all since I myself cant be bothered to click numbers several times.
All you have to do is enable them in the stockpile, all the items related to this mod. The game automatically disables newly activated mod items for old saves and so all you have to do is re-enable them. For newly made stockpiles, they should work just fine.
If that wasn't your issue, then please make sure the "Allow non-deadman apparel" option is ticked in the stockpile, that's also a common reason why the stuff isnt allowed in stockpiles
@wildjwilj - I love you
Now that silliness is done. Firstly, Amazingly cool and brilliant, Nothing like having tea drinking bastards land on a planet and then fight their way through all manner of nasties with somepretty good style.
Secondly, I can't actually find anything to build the clothing once your down on the surface, though. Is it in the base fabric, or is there a seperate bench -and research- for it?
Cheers boss!
I love it.
As stated in the other complaints about this, I'd need to pay another experienced coder with actual money just to solve this problem, even then it wouldn't be sorted in a day since no mod in the history of rimworld ever dealt with this parka bug
Combat shirt stuff like the BDU are catered towards keeping colonists cool under heat.
But yes, the multiple layers, I've made it so they add cold protection, just can't expect it to be as effective as a Parka when winter comes
British army rations, dairy milk, polos, haribos and many other British food parodies will be included, which are going to be available to the troops in the faction, but uncraftable for the player colonies.
@spring_guigui - No promises, I don't know enough about the French military
@WalkingProblem - Now it's coming