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Messages - doctercorgi

#31
I really think animals dont look hard enough for food, they can go out now but still dont go over to where the grass is. :(
#32
nvm, I figured it out, its too cold outside for them.
#33
its winter time, and there is snow, but my alpacas and mufflo can eat just fine.
#34
I don't think this is a bug though, the grass that is in their allowed area is pretty far away. Is anyone else's chickens not able to graze like other animals?
#35
I am basing the elevator off of the geothermal power plant to try to get a vanilla look, Will have to resize it to 5x5 though. Will post it once its done. then once I get it build-able in game and the menus set up then I will have to create the cave biome and find a way to generate them.
#36
Ideas / Re: Crude player made RPG
June 12, 2017, 12:27:31 PM
I was talking about loading them into drop pods but boonaloop rpgs sounds cool.
#37
Ideas / Re: Crude player made RPG
June 11, 2017, 06:50:13 PM
Load them with boom rats, or boomaloops.
#38
Quote from: Mitz on June 11, 2017, 06:47:35 AM
PLEASE MAKE THIS A REALITY PLIS

I will try and most likely fail as soon as I run into any math harder then 2+2 but I am going to try.
#39
This should take the least amount of art and basic coding (I hope)


This mod is going to add the ability to send pawns underground to explore, mine and build.

You are going to have to build a Headframe (elevator) first. Then select a pawn, right click on the headframe and select "go underground" once you do that an underground map will generate with caves, traps, treasures, bugs, etc. Also a small area where the elevator back up is. You can also delete this map by clicking on the head frame and selecting "abandon shaft" and generate a new one by selecting "create shaft".


Once I get that done then I will try to make selectable depth to drill to, caves that are further down are hotter, and more dangerous environmental wise and have less treasure. But have more resources and less enemies to fight. While the opposite is true for maps that are closer to the surface. Then having multiple levels at once, and being able to run power and resources between them and make AI able to travel between them. And finally adding a vault door, and buildings designed for living under ground, allowing you to make a massive underground vault colony.

Also battle axe and horned dwarf viking helmet
#40
Ideas / Crude player made RPG
June 10, 2017, 05:27:59 PM
We can strap mortar shells to motion sensors, why not strap them to rockets? Take a mortar shell, some chem fuel, metal for the tube and components for the rocket engine. Maybe lock it behind shipbuilding basics as well to keep players from getting them too early on. Would give players an effective (but expensive) weapon to use on groups of raiders and centipedes.
#41
I had a raid message that said they where more tactical then usual, checking the wiki that means they just steal items. I had a line of turrets and behind that my pawns. But some of the attackers (they all had guns) went to melee my pawns and didn't use their guns. Some did though guns though. I am using Rimsenal, but I saw this problem with pawns with both vanilla weapons and mod ones. Maybe they where trying to steal things and didn't register the wall of death in front of them?
#42
Quote from: Limdood on June 06, 2017, 02:20:12 PM
I read the OP as "isn't it ironic, that with finger, toe, limb, and facial part loss being so high, that every single computer generated pawn EVER always has all their appendages (albeit often with scarring)"

I didn't read this as a complaint, but as a "hey, ever think about this?  kinda weird/funny isn't it?"

Along the same lines, it is interesting how rare new scars (not eye scars) are, but so many pawns ARE generated with them.

Lol yep, never thought about scars though.
#43
People in the rim world lose at least one finger or toe a year and you just so happen to keep getting them with full digits! Norman by 40 or so they would have lost all of theirs and a limb or too on average.
#44
Mods / Faking Z levels.
June 05, 2017, 12:51:19 AM
Is it possible to simulate Z levels by creating new areas? For example you build mine shaft that lets you send pawns underground. When you use it, it creates a new colony but it is completely covered in mountain roof tops and rock. You could mine, look for treasure, fight bugs and raiders you find down their, and when your done, you go back up the mine shaft and the map is deleted. Is something like this possible? If we can create custom sized maps can we make multi story buildings work with a stair part that sends them to the "upstairs" map?
#45
Ideas / Re: Bayonets
June 05, 2017, 12:44:43 AM
Quote from: Fregrant on June 04, 2017, 02:14:42 PM
Maybe, but only few rifles will benefit. We cannot just ducttape a blade to any shotgun, pistol, snipe, and so on. For now Im using Sidearms mod, looks pretty good.

You understatement my power! (of duct tape)