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Messages - MyNameIsSpyder

#1
Stories / Re: A Tale of Salvation and Redemption
March 26, 2015, 03:22:19 PM
That was...


Beautiful...   :'(
#2
Stories / Re: The Story of Ian Braddock...
March 26, 2015, 03:17:38 PM
Let's just hope raiders don't like to steal flat screen TVs...
#3
Outdated / Re: [MOD] (Alpha 9) Backstories!
March 26, 2015, 03:01:05 PM
Great mod!
#4
If you want I can make a story with your pack to help advertise the pack.
#5
Sorry for not responding for a while; computer's hard drive broke, and had to replace it. Downloading Rimworld back now.
#6
Sorry; my computer broke and it needed a new hard drive. I'm back now. And while I'm fine with you posting your story here, I'd recommend that you make a new post andjust link back there; I will also link to your story from here.
#7
Ideas / Re: Entertainment / Morale Boosters
March 03, 2015, 05:31:23 PM
Holidays, anyone?
#8
Quote from: akiceabear on March 03, 2015, 02:28:37 AM
sorry - I specifically meant fog of war, not height. based on this board, I think there is zero chance of z levels in this game.
What would a FoW trait be?
#9
Quote from: herrcaptain on March 02, 2015, 09:10:51 PM
I replied to your PM before I saw this, but the modding is going good and I have a few more mods in place for the next release in a day or so. After I get 6 or 7 more "stuff" mods in place to add some content I'm going to turn my attention over to the tech tree for a while and start working on that.

Your idea for an auto-research table definitely sounds great. That won't be an immediate priority but I'd definitely like to include something like that in a later version once I turn my attention over to the lab-building portion of the mod.
I'll just respond to your PM here; firstly, when did I mention Industrialization? I'm sorry if you're talking about something else, but it looked like you were talking about my suggestions, so I was a tad confused. Secondly, for the tech tree, I'd recommend a complete research overhaul ( Possibly with a new UI ) to help your pack stand out from the rest; it is focused on research, after all!
#10
Quote from: herrcaptain on March 02, 2015, 08:55:17 PM
Quote from: MyNameIsSpyder on March 02, 2015, 08:35:25 PM
You could just see how the vanilla game Pneumatic Picks tech works, and use that as an example.

Great idea! I had completely forgotten that there was already a tech like that. That should make that idea MUCH easier to implement.
How's the modding going? As a side note, I'd like to see a 'Auto Research Table' which would passively research things, but if you wanted them fast it would require a HUGE amount of power, while if it takes a smaller ammount it would be as slow as a level 2 researcher. Just an idea.
#11
Quote from: akiceabear on February 19, 2015, 09:06:27 AM
Quote from: MyNameIsSpyder on February 19, 2015, 08:00:22 AM
Possibly you could turn fog of war on/off and also disable raid notifications for Uber Hardcore!

Also height system pls :3

I've been hoping for something like this, and all the related traits/tech, since I first played. Hope vanilla or a mod tackle this at some point, although I realize it would require a lot of balance to do properly.
Yeah, it would be cool to build a tower only to have a boomrat set the wooden foundations on fire, and have your colonists who are sleeping on the 20th floor fall into the flames.
#12
Quote from: herrcaptain on March 02, 2015, 06:25:43 PM
Another idea I had that I think is interesting is techs that unlock ability buffs. For instance, maybe a hunting tech would give your pawns a +10% hit or damage against animals, or maybe an advanced medicine tech might reduce the risk of pawns getting sick. I'm almost positive that that will involve building new assembly dll's in C# (if it even is possible with the current version of the game), so that's more of a longer-term plan as I'm still wrapping my head around how all of that works.
You could just see how the vanilla game Pneumatic Picks tech works, and use that as an example.
#13
Quote from: Listen1 on March 02, 2015, 06:48:43 AM
isn't there a mod that we can assign workers to the workbench? Should be a must have to this modpack.

Couldn't find it though
I don't believe that's a mod; I've browsed through all of my mods all the way to the alpha 7 ones and couldn't find any even resembling that. Good mod idea, though.
#14
I'll give some feedpack + pics ( I'll be using the mods I recommended, though, so it might have some additional stuff ) later.