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Messages - profit

#1
The premiere mod for Rimworld... I probably enjoy this mod alone more than any base rimworld content.
#2
Quote from: bonmar14 on March 01, 2017, 02:30:20 AM
That obelisk seems familiar.. yeah its from the C&C game from Nod. Anyways the Mod will look like its gona be more awsome than expected
It also has that satisfying hum as the target evaporates into a dessicated corpse.  Funny bit though, sometimes it will just burn off a random limb... A bunny was hit by one and it lost a leg, a lung and a kidney... But it can kill mechanoids with one hit in many occasions.
#3
Quote from: dubwise56 on February 21, 2017, 09:28:16 PM
Done, added the RTG from marsx, uses 1 plutonium @ 500w, enough for 2 remote drills, or a drill and heater/cooler and light
<3
That is so awesome =)   I shall have my rover trip across mars yet!   
#4
Quote from: dubwise56 on February 21, 2017, 08:00:19 PM
New method for opening the reactor console ui, you tell a colonist to go use it like a comms console and then the ui pops up, the game keeps running and the pawn stays at the console until you are done. This also means that like the image below shows, you can have multiple controllers open at the same time and move the windows around, I'm making a minimize button so you can shuffle them around easier, but the pawns still have to be present at the console or they close.

The standard gizmo buttons along the bottom while the console is selected will be for flick jobs, so if you press the shutdown or scram buttons in the ui its instant because a pawn is there, if you press the scram or shutdown gizmo buttons a pawn has to walk over and flick it, i'll probably also add flick buttons to designate all rods for insertion or removal if you want to quickly fill or empty a core without needing to pop the ui.

Also the UI isn't finished yet so that will probably change a lot and be more compact

That looks so amazing!  I can hardly wait for V3.     Also I was thinking you had mox, and you have nukes... Would it be possible to make Radioisotopic Stirling Generators from the plutonium as well?  It would be cool to have portable 500 watt generators that you could carry on trips and generate heat and power with, that you could install and uninstall at whim...  Maybe use in your rover if you are trapped on mars.
#5
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 21, 2017, 01:42:29 PM
Can you make the freeze dried ration packs not require refrigeration?
It is not hard to provide on mars, but I always kinda thought that was the main advantage of freeze drying.
#6
Oh my goodness.. Such Fission..  So Splitting.

That looks fantastic. 
#7
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 19, 2017, 09:58:48 PM
PS. Rimushema is awesome and I miss it!
#8
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 19, 2017, 09:56:55 PM
Quote from: dubwise56 on February 19, 2017, 09:43:30 PM
Quote from: profit on February 19, 2017, 09:39:07 PM
STOWAWAYS!

I just had a cargo rocket land with 3 stowaways on it!

yup that's a bug, already in the tracker

Ahh KK =)
#9
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 19, 2017, 09:39:07 PM
STOWAWAYS!

I just had a cargo rocket land with 3 stowaways on it!

[attachment deleted by admin due to age]
#10
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 19, 2017, 09:36:36 PM
Quote from: dubwise56 on February 19, 2017, 09:04:05 AM
Quote from: profit on February 18, 2017, 10:52:25 PM
Hey there, I am having problems, the ships are not landing and are instead just disappearing.  I have a save right before they vanish.

https://dl.dropboxusercontent.com/u/22126744/Disappearing%20Ship.rws


Theres a bug where sometimes they land off map apparently, do you see the ships landing animation+rocket sound and do you get a message saying it was destroyed?

A debug box pops up with some words =p

LOL sorry I don't remember exactly what they say, but I will reload my save and see if I can read them.

*edit*

I Snagged a screenshot of it... Ironically if I load my other save first and let a ship land on it, I can get the ship to land in this save when I load it.   * can only attach one file apparently in the forums.

https://dl.dropboxusercontent.com/u/22126744/words.jpg  *fixed*



#11
Outdated / Re: [A16] MarsX v3.0.2 - Musky Edition
February 18, 2017, 10:52:25 PM
Hey there, I am having problems, the ships are not landing and are instead just disappearing.  I have a save right before they vanish.

https://dl.dropboxusercontent.com/u/22126744/Disappearing%20Ship.rws
#12
There is no limit to the number of alpha's they could have.  As long as they are adding features they should be in alpha.  after it is feature locked then it will go to beta and then some day to release candidate.
#13
General Discussion / Re: Call for Alpha 5 testers
June 27, 2014, 01:06:54 AM
I would be willing to be a tester.   I have been in many commercial beta's and alpha's and would probably be useful to have on the team.   I also have purchased the game already.