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Rapporter et oversættelsesproblem






As for your suggestions, I sadly don't think i'll be able to do them. Those things would need C#, something i'm not quite capable of doing, at least yet. And when it comes to random occurances, I try to avoid them as much as I can. I feel like random outcomes often undermine the player's agency and devalue the work put into something that don't pay out. Thankfully for you, random things seems to be a wildly popular thing in the community, I'm sure you'll find something you'll like!
I hope youll take a look at build some similar mods that add some randomness to rimworld ( there was an old mod genetic drift ) or new events ( vanilla events expanded ones are boring ) or small touches to random ( random events an old mod )
-Reduced the aiming time buff from 25% to 20%, as to hopefully encourage seeking out other sources of aiming time reduction
could I suggest a mod to make knifes and iqwas neolithic instead of medieval tech,
ether add them to the recurve bow tech or make them obtainable without any research?
Knifes are normally craftable in the crafting spot but require smithing tech,
and iqwas although not made in the crafting spot make sense as neolithic tech
before you say anything, yes these weapons are made of metal,
but I think it makes sense for neolithic era tribals to mine compacted steel to make simple tools instead of stone
Thoughts?
As for the charge rifle and shield belt, I don't think they are t bad enough to justify making changes to them.