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Messages - Blitz

#1
Ideas / Re: RimDrugs. Recommendations for 15!
August 17, 2016, 11:58:33 PM
I'd love to see a randomized drug that pulls from different tables - something that works like the character trait generator where the drugs would be given a trait and a side effect.
#2
Thanks for the hard work in the previous Alphas!
#3
Quote from: Flying Rockbass on June 17, 2016, 12:50:30 PM

Didn't expect Fallout Shelter on July 2nd. I don't know how this got so popular, it's not that good of a game, mostly a cash grab... that for a while beat candy crush.


I have no idea if July 2nd is right. It's in my notes, but I don't remember putting it there and can't find an actual release date. As for it being a good game - it doesn't really matter. It was free and was attached to a big name. This update will be big, especially since they are bringing it to PC and I'm assuming Steam. This may actually work in favor for RimWorld. If a bad colony sim game comes out, it could drive more people to the genre. RimWorld would likely be at the top of the charts on Steam and people may have more interest in it.
#4
I'll chime in. I keep a pretty detailed list of upcoming games:

22 June - The Last Leviathan

28 June - Lego Star Wars - Force unleased

July 2(ish) - Fallout Shelter Update and PC release

Early July - Prison Architect on Xbone and PS4

Mirage: Arcane Warfare - Early Summer Beta (my guess is mid-July)

26 July - We Happy Few

22 July - Death Road to Canada

Other possible July games - Okhlos, Overcooked, Pixel Privateers, Worlds Adrift, This is the Police, Niche.

August/September - Astroneer

2 August - Abzu

9 August - No Man's Sky


The biggest competition I see in July is Fallout Shelter. There's no announced release date, so I'd say the earlier the better for RW release. It'll likely be a free to play game which will probably do very well. I doubt Prison Architect will make any difference this time around. We Happy Few and No Man's Sky are going to be the other big ones - possibly Worlds Adrift (depending on when it's released).
#5
Mods / Re: Rimworld mod-friendly?
May 10, 2016, 11:37:50 AM
Quote from: skullywag on May 10, 2016, 10:07:59 AM
So if anyone has any other ideas on how to achieve this im all ears.

Create a private subreddit?
#6
Thanks Julia!

For those wondering, this mod makes the mech faction not raid and disables the falling ship parts. I'm not entirely sure, but I think that mechs can still spawn in those hidden tomb things.

Here's the link to the first video: https://www.youtube.com/watch?v=Z8EEjF3zzgg
#7
Mods / Re: [Mod Request] No Mechs and changed Ship Parts
December 18, 2015, 03:38:10 PM
Thanks!

Another modder has packaged one up for me. We'll have a new series starting up tomorrow (hopefully...)
#8
Mods / Re: [Mod Request] No Mechs and changed Ship Parts
December 18, 2015, 01:40:00 PM
I kind of figured that removing them would be straight forward, while changing the ship parts would be a little more problematic. Thanks for the tip on this!

Secondary question - how would I go about creating an actual mod that would remove the mechs? I want it to be able to be distributed to my viewers so they can install it rather than playing around with their xml files.
#9
Mods / [Mod Request] No Mechs and changed Ship Parts
December 17, 2015, 10:25:16 PM
Hey Modders,

I'm planning another LP series with a strange twist to it. Is there a way that one of you talented people can remove the mechs from the game and change the ship parts so that raiders come out of it instead of mechs? I'd like the ship parts to be still fairly strong, but not over the top crazy. If that is too difficult, could the ship parts be removed from the game entirely?

Thanks,
Blitz
#10
Quote from: zakywak123 on March 25, 2015, 03:39:43 PM
Oh and either it's just the Blitz Pack or you forgot to put for the Alien Ants the Ability Pack which allows them to attack. You forgot it in the Blitz Pack and maybe your LP :)

Thanks Zakywak, I didn't notice that I missed that one. I've updated the download.

Quote from: MarvinKosh on March 25, 2015, 09:03:04 PM
I've been playing with the RT Fusebox mod instead of the 'No Conduit Overload' element of Less Incident Trolling, by the way. It's a considerable improvement, in my opinion. :)

I'll take a peak at it. I'm not so sure that I want to change too much up, but it may be worth doing.

Quote from: skullywag on March 25, 2015, 02:24:48 PM
i was giving you the choice, use whichever, i havent uploaded it yet as was play testing it, ill upload the new version soon, thats the only change so you can stay as you are if you prefer all that steel lying about ;)

I'll change it when you get a public version ready. I'll have to see if there is too much metal :)
#11
Quote from: skullywag on March 25, 2015, 01:44:50 PM
Blitz a question, razorrain, would you like the version you have now or the version i havent uploaded yet where its exactly the same but only a 1 in 8 chance of steel being dropped on impact, I found it a little too much having all that steel drop so i reined it in a little.

Either way Skully. If you'd rather have me use the new one, that's cool.
#12
reserved
#13
The BlitzPack contains 17 mods to enhance your gameplay. These mods don't change the game too much, but just enough to enhance your vanilla game into a slightly different experience. This pack also contains save files for the Prepare Carefully profile, world, and colony. These were included so you can play along with me in my Let's Play series.


I've played with this setup for a few hours testing different things. I haven't had any serious compatibility issues. There may be some hiding somewhere, but I didn't find any. These mods have not been modified from their original versions. I am not planning on keeping this modpack updated with newer versions of the individual mods unless we find a severe bug.

If you do want to follow along as I play this pack, be sure to tune into my YouTube Channel. For help installing these mods and for a general introduction of them, check out my Introduction Video

Now the important things!
BlitzPack - An Enhanced Experience Download: Click Here (10mb Dropbox download)


Mod description, links, and credits:
Click mod name or author name to go to corresponding web page.

Alien Ants Faction - Adds the 'Alien Ant' enemy faction to the game! - By soulkata
Alpha Muffalo 1.6 - Adds large alpha muffalos! - By Kirid
Apothecarius NEIN - Adds a small and straight forward production chain for Medicine! - By JuliaEllie
EdB Interface - This is a user interface mod that makes a few adjustments to the default game interface! - By EdB
EdB Prepare Carefully - Customize your RimWorld colonists - By EdB
Events from space - Adds a few new events! - By skullywag
Extended Surgery and Bionics - Gives you the ability to craft prosthetics! - By Minus
Less Incident Trolling - Reduces the chance for some incidents! - By MarvinKosh
Mad Skills - Turns off natural skill degradation! - By Ratys
Mining&Co.: Force field - Creates a Force Field Generator! - By Rikiki
More Blasting Charges - Adds 4 blasting charges! - By skullywag
More Mechanoids - Adds a few new types of mechanoids and some other fun things! - By Orion
Rimfire - MOAR GUNS! - By Alistaire
Rimworld Zombie Apocalypse - Adds a Zombie faction...! - By Justin C
RTG's (Power Source) - Adds a new power generator to the game! - By ItchyFlea
The Inspection - Floor Spikes - Adds floor spikes! - By JuliaEllie
This is my Flammenwerfer - Adds a flamethrower weapon! - By JuliaEllie

If you are enjoying these mods, please share some of the love with the creators. Blitz is just a derp who can use 7zip, RimWorld wouldn't be the way it is without these modders and developers!
#14
How much work would it take to get the AI to recalculate the colony strength after we launch the ship? Sometimes I want to continue playing with what I've created, but the AI is just too strong to continue.

It would almost be a new game + mode.
#15
Mods / Re: [Mod Request] Gun Smelter
November 02, 2014, 05:27:35 PM
Workplaces looks perfect, thanks Haplo!