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Messages - haint

#1
Off-Topic / Re: whats the story behind your username
October 05, 2015, 09:18:44 AM
a haint is what haunts a place
i lurk and pop out at you once in a while
#2
Off-Topic / Re: What are your favorite games?
October 05, 2015, 09:17:06 AM
Other than Rimworld,
Skyrim
Starbound
Minecraft
N
#3
Off-Topic / Re: Count to 9000 before Tynan posts!
October 05, 2015, 09:12:26 AM
1694
#4
iirc, the black box reading stuff isn't fully implemented in the mod yet, i think it tells you when it's going to go critical though, but they all go critical.  just shoot it before it goes critical and it should break apart and not explode, grenades work especially well, as well as the blasting charges you mention.
#5
Mods / [suggestion] genetic engineering table
June 30, 2014, 02:05:48 AM
this was an idea i had a while back and have been trying to figure out how to do, but unfortunately i just don't have the dedication or C# knowledge to do it.
basically the idea is to add a workbench and research/work tasks to learn how to genetically modify the different flora and fauna of rimworld.

i realized i was out of my depth trying to create new pawns, clones of animals that are in game, but with different behavior.
perhaps a creature capturing mechanic, or just a recipe that requires a dead one for genetic materials could be used.
for example modifying boomrats, to be a sort of kamikaze or seeker mine.
i had the thought to create modified squirells to chop wood, or muffalo to cut grass.
or modify a muffalo into become a terrifying warbeast that might turn on the colonists when it runs out of things to kill.
someone also posted a request in another thread for plant-based sandbag equivalents, i thought of a sort of modified cactus to act as barbed wire and bushes to be like those sandbags we all love.
smaller, lower work modifications could be done too, maybe simple increased growth rate for crops or trees.

i'd really like to have been able to create this, but i want to see it exist more than i trust myself to learn C# just to do it.
#6
Mods / Re: Request: Growable Sandbags
June 28, 2014, 02:19:51 PM
cool idea, i'm working on a larger mod that this would fit extremely well into
#7
General Discussion / Re: Call for Alpha 5 testers
June 23, 2014, 05:03:59 PM
I'm game, though I have zero experience bugtesting.  I can promise to play for hours on end and try my best to push the game to its limits, and be around on the forums to report about it and answer questions.  Dunno if you're looking for that, but I'll put it out here anyway.
#8
Off-Topic / Re: Dumbest thing you've ever heard?
June 20, 2014, 07:35:15 PM
Quote from: Dr. Z on June 19, 2014, 02:32:57 PM
Some people say that dogs can't look up
I've heard people say this as well.  Like how they also say turkeys drown in the rain.
#9
To be honest, as many have said, the only way to win is to not argue.
There is no reason such an argument should last 20 minutes, unless someone is trolling.
You could take that route of course, and become even more annoying than they are.
Here, use these:
http://en.wikipedia.org/wiki/List_of_fallacies
#10
I haven't messed around with the coal plant much, but other than what people are posting about it, everything seems to be working fine on my end.  Many thanks for your hard work.
#11
Not certain if this is a bug or just an intentional change, but raiders seem to prefer to attack stone walls over doors. 

This only seems to happen when there is nothing but stone wall and doors for them to attack straight away, like in a typical "fort" type colony.  It doesn't matter if the stone walls are in the home zone or not, or if there is a home zone at all.  Additionally, it doesn't matter if the stone wall is obstructing the raiders from the home zone or colonists or a targetable building, a single detached square of stone wall is enough to draw them to attack it.

Also, adding "<combatTargetBuilding>false</combatTargetBuilding>" to the Def for Stone wall doesn't change this behavior at all.

A photo to demonstrate the behavior is attached, we see a raider attacking a stand-alone box of stone wall, and completely ignoring the colonist and home zone which is walled off and behind a door towards the bottom.

[attachment deleted by admin: too old]
#12
great! so glad you updated this.
unfortunately, it doesn't seem like the charged wire is working.
it slows pawns, but no damage.
#13
Bugs / Re: [W|Alpha4d]: Graphical glitch in smoke
June 13, 2014, 07:35:18 PM
getting this in alpha 4f (0.4.466 rev38237) on linux as well.
attached is a screen of it doing it with blood splatter.

[attachment deleted by admin: too old]
#14
Outdated / Re: [MOD] (Alpha 4F) Artillery v1.5
June 11, 2014, 10:25:42 AM
this is great, except it usually destroys itself after the first volley.  the first volley usually hits (and kills) the single fastest raider who is leading the charge, but by the time it's ready for another round, the raiders are all standing around it in a circle and that is where it fires its shots, into itself.
#15
General Discussion / Re: Alpha4f difficulty
June 10, 2014, 09:53:52 PM
I'm not entirely certain that one of the mods I'm using hasn't wacked things out a bit, but none state that they affect raids.  But, at around day 80 of my new colony, set to Cassandra Classic, I'd seen about 5 or 6 raids of ~300 enemies.  The great, game-lagging mobs of cave people were easy to chew up in my 10-killbox long maze of blasting charges that opened up into an arch of turrets and colonists behind sandbags.  So was the psychic wave of 18 or so muffalo.  The 309 space pirates (the number in the last raid, thanks for the lifeform scanner in Miscellaneous mod Haplo) were another story.  Especially with the Project Armory mod (by Evul, thanks, great mod), since they were packing RPG-7s and automatics and several laser/energy weapon varieties.  And I only had 15 colonists, lol.  The turrets stayed alive for about 0.5 seconds, and my colonists for about a second or so longer.  So yeah... kinda difficult? IDK it was fun while it lasted.