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Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2694371667
FAQ:
Why were the comments disabled?
I didn't want to be reminded 100 times for 10 different mods that I need to update them when I'm already working on updates while balancing time with a job in real life.
The mods aren't made any faster and any better with more quality the more times I get asked for them to be updated. As this version is being abandoned and left for 1.2, the queries for the new and improved version of the mod can be shifted over for 1.3 version linked above.
CE?
No
@invinciblestalker - That's just part of the mod feature since they have to carry the equipment being sold. I've reduced the amount of things sold by the faction in the 1.3 version as an improvement.
@Moogle - The weapons were never meant to be craftable in this version.
@Gamma - It's a steam sided error and the solution would have been to find the manual install version of the mod in Ludeon
@ShotgunDiplomacy - Medicine and Food, if added in a mod mid-save are disabled in an "allowed" list for colonists to use.
Whenever I use it, in the world map, and in game, all the settlement icons, and the actual pawns in game are a red question mark with blue background.
Tried re-subscribing, adjusting mod ordering, different game version, but no dice.
Any ideas?
@Eksorium - No I have not, I was voluntold (volunteered). I am thinking about opening a patreon now but I would feel horrible spending the money on stupid things, so I'll probably refrain from it
@DingDongWillyWong - Correct, I got backtrooped so it took even longer to get back
Thank you in advance!
@OutLaw - thanks bra
What I have been working on related to this however is a Modern Warfare 2019 mod with a playable Spetsnaz and Coalition scenario. Trying to get it done soon, cheers
Request +2
@Gem Phoenix - Their clothing is craftable, for weapons you have to buy them or use Rimmu-Nation which has most weapons craftable
@Pneumonia - I'd have to add the feature in but I'll wait for a few more requests since I don't want to clutter the scenario options for every faction
@williamb1995 - Maybe, untested
<startingGoodwill>
<min>0</min>
<max>0</max>
</startingGoodwill>
<naturalColonyGoodwill>
<min>0</min>
<max>0</max>
</naturalColonyGoodwill>
That's for the neutral ones, not Umbra Company. You leave Umbra Company's one alone if you want them hostile.
<startingGoodwill>
<min>-95</min>
<max>-95</max>
</startingGoodwill>
<naturalColonyGoodwill>
<min>-100</min>
<max>-80</max>
</naturalColonyGoodwill>
Should I make adjustments in these lines to change my attitude?
Do not put them in the core, Core is RimWorld itself and if you mess with the folder you break the game. If you put the mods in the "Mods" folder you should be able to see them with the steam mods.