Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - LORDPrometheus

Mods / [Mod concept] weapon upgrades
April 20, 2016, 11:25:49 AM
So I was thinking about creating a mod that essentially allows the user to add modifications to the vanilla weapons to increase effectiveness or add new effects. I have not made a rimworld mod before but have experience modding for other games so it is within my capabilities. I just wanted to see if anyone would be interested in this.
Hey EdB i just wanted to say thank you. I make a fairly large KSP mod and know exactly how it feels to have an update show up out of the blue and wreak house. Modding is often very thankless work and people rarely truly realize how much work has to go into the smallest of changes. So once again thank you for sticking with it and continuing to be a prime example of what a good modder should be. Take it easy!
So how exactly do i use the Romance mod? all i have is the traits and there is nothing under the work tab or anywhere else that i can find. do i need a special item or research?
Quote from: Evul on March 25, 2015, 09:13:18 PM
Well alpha 8 to alpha 9 conversion was not that hard that is pretty much already done. The thing that take time is the total rebalance and overhaul of the mod.

I see that as good news. Balancing is boring and tedious but straightforward.

Imagine if the alpha 9 update did to rimworld mods what the 1.8 update did to minecraft mods!

Also of I start a game now will I be able to safely add Project armory mid game or is that a bad idea?
So is the alpha 9 update going to require the crazy amount of work required for... was it 7 or 8 that was a crazy hard update?
Quote from: Thunderdome on February 26, 2015, 12:21:40 PM
I installed the mod packs and it loaded fine but the screen is dark as hell  and I cant play like that  I was wondering y

Are you using alpha 9?
It's currently only for alpha 8

If using alpha 8 make sure you use the suggested load order
Quote from: Epyk on February 24, 2015, 03:45:24 PM
Quote from: general223 on February 24, 2015, 12:16:30 PM
We gotta have the weed mod in this packs Alpha 9 update, it's a really good mod :D

Maybe, if there's a huge demand for it.

id like to voice my demand for it... thank you
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 09, 2014, 12:18:11 PM
I agree with vibrioblades and if its possible adding a difficulty level to the weapon would be awesome. Only very skilled melee fighters can use single blades lightsabers (say 14 and up) and you have to be even more skilled to use double sided sabers (17 and up). Vibrio blades would be difficult but not impossible to wield so say 7 and up for them. The possibility for self amputation when used below the proper skill level would be both hilarious and accurate.
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 09, 2014, 08:56:06 AM
I'd like to clarify that I'm a huge star wars nerd and have read many of the books and played the various games. I understand that many colors of lightsaber exist since there is a lot of flexibility in terms of what crystal can be used. However following the last sith war most of the jedi were forced to use ilum crystals (blue or green blades) since the sith had destroyed the others that were held in reserve. The sith meanwhile used synthetic crystals for their blades. Luke skywalker also made a synthetic green crystal for his second light saber. My point is that the vast majority of light sabers were green blue or red with other colors being much more rare. Also mandelorians? Are we trying to make the game impossible lol. A single mandelorian is worth 10 colonists in power armor with r24s!
Outdated / Re: [MOD] (Alpha 7) More Bionic Parts! v1.0
October 08, 2014, 05:03:58 PM
Mod merge time?
Outdated / Re: (Alpha 7) Sooner535's Weapon Pack V0.4
October 08, 2014, 05:02:02 PM
So is this a balance mod a weapons mod or a hardcore mod?
All of the above?
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 08, 2014, 03:09:14 PM
Red blue green purple that's what should be included I like purple but am a bigger fan of blue
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 08, 2014, 12:58:28 PM
Different Colors? Or just one?
Pretty solid for a proof of concept nice job
So do the tools work like weapons or did you create a new mechanic. Because the last thing I want is to have a group of mechenoids drop on a bunch of guys with axes.