RimWorld

RimWorld

Kraltech Industries LITE (Continued)
15 Comments
Ros[É] 17 Jan @ 1:41pm 
I'd like to report that one of the start specific mechs that cook (I forget which one) causes food poisoning if it makes any food. I remember this being a issue with the OG but I believe it was fixed back then.
DreadNog 9 Oct, 2024 @ 5:53am 
download cherry picker, remove Militor Mk 2 from game, this mod looks great again :D
Admiral Zander 18 Jul, 2024 @ 8:30am 
welp. going to have to remove this too, raiders are spawning with mech variant plate armor in the very first quadrum with barely any colony wealth, same issue the standard version of the mod has
mrclumps8973 2 Jul, 2024 @ 7:11pm 
Out of curiosity, would you be able to fix the bug that sits with the Militor Mk 2s? They're currently broken and claim to have 0 raid value, which causes them to appear both much more often and in much larger numbers than most colonies can handle, especially early on
Vatheron 1 Jul, 2024 @ 7:49am 
This, along with the original, has the faction behaving similar to Empires in terms of relation:

Permanent hostility towards all faction other than the vanilla (yes, vanilla, i.e: New Colony and New Tribe) player faction, including all modded starters.

Is this intended?
lunaemoth 26 Jun, 2024 @ 1:27pm 
Hey! For some reason, all raiders are spawning in with mech variant plating plate armor - do you happen to know why? Is it a known bug with the mod or is something broken with my game
AZAZELXII 1 Jun, 2024 @ 2:41am 
Hey! I have a question regarding the new penetration values of the weapons, I just recently tried switching the original mod for this light version (mid save), is the "armour penetration doesn't exceed 200%" the base value or will they not exceed 200% in the final value?
Keltas 27 May, 2024 @ 6:46am 
Are the legendary quality weapons supposed to have 30% quality multiplier on damage? It may be a weird mod inetraction however both in the normal and lite version of the mod, my weapons such as novasurge kriss get 30% quality multiplier on damage and armor penetration, where masterwork versions have the correct 125%.
NicoLiks 26 May, 2024 @ 1:10pm 
Do I need to install the updated version? or just that?
FerrisCG  [author] 23 May, 2024 @ 9:18am 
@Scorpio not sure as i did not see an issue with them when going through but will check tonight
Scorpio 22 May, 2024 @ 11:16pm 
Were the temperature pills fixed? Because they didn't work on the original
spoogly 21 May, 2024 @ 11:54am 
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Dyogus 21 May, 2024 @ 11:53am 
If I change the original version to this, can I have problems or errors, (keeping the same save game)?
FerrisCG  [author] 21 May, 2024 @ 11:17am 
I doubt it but maybe depends if he uses the same def names for everything
silverskene 21 May, 2024 @ 11:03am 
When the original gets updated, will this mod be safe to switch from to the revamped one?