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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2563504596
Why were the comments disabled?
I own multiple mods, a new version of RimWorld comes out while I'm working a physically and mentally demanding job.
Important points:
- 512x512 res textures, originally done
- More content, mounted turrets and IEDs etc.
- Non-Lethal turret, portable sentry, SSM turret removed. Some will most likely not return.
- Sound effects reduced to a significantly safer level
What's gonna happen with the RH1 mods?
I don't have plans on updating them for 1.3 because it's a lot of work and I'm working on a remastered version of the mods. I honestly don't have the time to maintain both versions.
@Ayahuasca - I understand this is a late reply but it's there. You probably just haven't unlocked the research.
Textures have been scaled up to HD, including weapons and clothing but so far all a work in progress and very unfinished. In Rimmu-Nation² security, the Claymore is fixed to show directional blast radius, the volumes are scaled down including the weapons mod to safer levels also.
https://ludeon.com/forums/index.php?topic=53859.0
Some mods in the link:
- Rimmu-Nation² - Clothing
- Rimmu-Nation² - Weapons
- Rimmu-Nation² - Security
- Chicken Mitchell² - Hairstyles
For more information, check out the page.
Please DO NOT install the remastered versions of the mods with ANY mod from Red Horse 1.2 play list. There will be duplicated items and incompatibilities because it was never intended for the old version to be played with this remake.
And no, the remakes aren't CE compatible.
CE Compatibility talk:
I’ll update the mod page regarding this mods compatibility to say that it’s not. Cheers all.
this is not listed as CE compatible here or on the CE compatibility list on CE's github.
the only list that matters for that reason.
maybe someday, one can hope
@Arthur Morgan - last time I checked yes. No changes made to make it incompatible since 1.1
@ecdoreau - what if you’re transporting a prisoner and your pawn gets blown up too?
@DFSpecter - no you’re wonderful
@dimullaney5 - but the room a spins and the claymore won’t be secure on the thing
@Eksorium - love u 2
I don't know if that's accurate but I love this community regardless. You're all truly wonderful.
They feel completely out of whack and disbalanced... but I'm trying to find a good comparison point, like other explosives or grenades.
And is the 'chain' explosion effect mandatory? I'm just aghast at how insanely damaging a drone with a stack of sticky bombs can be.
@Capefear56 - I understand but there’s no way to add ammo to auto mortars without bugs. The bugs I got were that your colonists refilled it with ammo and it fired free rockets anyway, or you get an error when it tries to launch a rocket on something near the edge, turret stops working.
I’ve tried to do things to get it balanced but I’m limited by what the game offers my and my coding knowledge.
@LordDarthon - probably not
@Dameian Blackwell - cheers