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Messages - DoctorFowl

#1
Mods / Re: [Mod Request] Craftable Targeters
January 05, 2018, 06:19:35 AM
Quote from: Albion on January 05, 2018, 06:15:14 AM
In the end I personally think it's up to the discretion of the players if they want to build and use an overpowered weapon. I was toying with the idea of giving enemy raiders, like the mercenary heavy, the possibility to spawn with a targeter but this would force gameplay on the player instead of allowing them to use it if they want to.

Couldn't agree more.
In my case, I came to look for such a mod after a few weeks working on a colony and never getting a Orbital Laser Beam Targeter. I got the bombardment one only, and once.
Anyway, thanks I actually already subscribe to your mod and will be happy to see when targeters arrive!!!
:)
#2
Mods / [Mod Request] Craftable Targeters
January 04, 2018, 03:14:36 PM
Hey guys!
I couldn't find any on the forums...
Is there any mod that allows you to craft Orbital Targeters?

Thanks in advance!
#3
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.2
December 09, 2017, 10:28:48 AM
Are dinosaurs tamed from birth if you get fertilized eggs?
#4
Mods / Re: [Mod Request] Psionic Powers
December 08, 2017, 01:56:52 PM
Quote from: CalienteNorth on December 08, 2017, 10:56:30 AM
Hope I didn't hijack your thread, just wanted to express support for the idea.

By all means, hijack as much as you want! You and everyone who would support it! :)
I like your ideas, I could also see some form of Telekinesis being employed in the form of a Area of Effect impact, pushing enemies away or pulling them close (similar to Jedi Powers, I know, but what to say? It's Telekenesis). If one would further this, some sort of mind control which would "draft" an animal or enemy pawn.

A pity I have no knowledge for modding aswell...
#5
Mods / [Mod Request] Psionic Powers
December 08, 2017, 06:47:49 AM
Hey guys,

My search-fu is failing me... I found Jedi Powers, Magic Powers, Vampire Powers, Werewolfs, More Magic, etc...
But in a game with constant psionic bursts and lore, is there no mod that add psionic powers such as those found in Starcraft?

Thanks in advance!
#6
Are there any plans to bring the Modular Armor into B18?
#7
Mods / Re: [Mod Request] Quantum Entangled Storage
November 02, 2017, 05:41:45 AM
Thankfully, I use Stack XXL, so in this case there is an even longer life! Pheww~
Hahahaha
#8
Mods / Re: [Mod Request] Quantum Entangled Storage
November 01, 2017, 01:44:05 PM
Wait, so each of my 25k corn has a unique ID!? Or I am getting somehting wrong?
#9
Mods / Re: [Mod Request] Quantum Entangled Storage
November 01, 2017, 12:51:49 PM
Wouldn't it be possible to make it so that the furniture duplicated the item on a given stockpile and any alteration on it affect the stockpile aswel?
#10
Mods / Re: [Mod Request] Quantum Entangled Storage
November 01, 2017, 12:10:16 PM
I am no modder, thus, I might be terrible wrong and misinformed.

Can't we just make it so that two stockpiles mirror each other?

Hahaha, sorry if I oversimplified things.
#11
Mods / Re: [Mod Request] Quantum Entangled Storage
October 31, 2017, 10:57:48 AM
How so?

Wouldn't the colonists still rerrange the items back into their stockpiles?
#12
Mods / Re: [Mod Request] Quantum Entangled Storage
October 30, 2017, 11:55:09 AM
Quote from: Kiame on October 30, 2017, 12:50:49 AM
Heh this would be more difficult than i initially thought. I forgot the game assumed all items were spawned. The only way to make items available in multiple locations at once - that i can think of at this point - is to despawn them and keep them stored in a (programming logic here) static list. Then all storage would reference that static list of things which would be considered the storage...

I'll keep this idea in the back of my head but no promises  ;)

This sounds amazing!
Eventually, could this system be turned into something akin to Applied Energistics, from Minecraft?
#13
Mods / Re: [Mod Request] Quantum Entangled Storage
October 29, 2017, 11:38:34 AM
I see.
Is it simple to update?
#14
Mods / [Mod Request] Quantum Entangled Storage
October 28, 2017, 09:46:55 AM
Hey guys,

I'd like to give an idea of a furniture piece, similar to the fridge mods (possible, with cooling for storing perishables) with a 1x1 storage that could be linked to multiple similar furnitures and the items stored could be accessed by any of the furnitures in the network.

For instance, when configuring the furniture, we would configure the storage type (as a Stockpile) and then, we could have buttons to either link or "get link". Linked devices would obviously have the same stockpile configurations and those items would show up in all of them!.

This way, we could have, for instance, one stockpile of Kibble, linked to multiple pens for animals to eat. :)
Is it doable? :)
#15
Quote from: Haplo on October 20, 2017, 12:31:26 AM
Attach it to her recharge station. That is the only place where it will work. Regardless of the configuration. And if there isn't anything lost then it isn't needed.
Just like that, it worked!!!
Thanks my good sir!