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Messages - AKillerCoconut

#1
Releases / Re: [1.0/1.1] Early Times mod
March 10, 2020, 07:24:31 AM
Quote from: Hydromancerx on March 09, 2020, 06:46:37 PM
*tips hat*
i wondered who would recognize me in this modding community.
I recognize you from project zomboid forum, haven't played that game in a few years but I recognized your name. Hydrocraft was a huge mod in that community.  ;D

  Sorry for off topic post, Vovik. And I wasnt trying to offend or anything about it being like a job, I know you've got big plans for this mod, and I'm looking forward to seeing how it grows. Cheers!
#2
Releases / Re: [1.0/1.1] Early Times mod
March 09, 2020, 03:26:39 PM
  I wanted to let you know I'm still enjoying this mod. I just researched electricity and am changing all my production over to electric. I haven't run into any more problems besides i still cant place clay pit anywhere. I've tried mud beside a pond, regular ground beside pond and river and nothing seems to work. Not super important as I've been mostly building with wood and stone anyways, just wanted to see if anyone else is having the same problem.
  I would definitely recommend playing this with Tech Advancing mod unless you are planning on just staying in medieval or neolithic, or if you just enjoy the torment of researching everything for days on end
  Anyways I really just wanted to post to say thanks for the work you've put into this mod and remind you that people do appreciate these things. Same to all modders out there (I see you in here Hydromancer) 8) I know you've got big plans for this, just don't forget to take some time and just have fun on the game, not turn it into a job that you get burnt out on

Edit: Nevermind about the clay pit. I updated and it works now. Idk if I just didnt update it last time but the update before this latest one fixed the medieval cot problem I was having but not the pit. Maybe I messed something up with that update cause this one fixed it. Thanks!
#3
Releases / Re: [1.0/1.1] Early Times mod
March 05, 2020, 08:44:18 AM
I'm having a problem with the medieval double cot. I havent tried the single cot but once i put it down i got an error and now i cant assign it to anyone, cant deconstruct and cant reinstall it. Really frustrating cause its completely unusuable but still in the way. Tried destroying it in god mode, and exploding it; nothing works. Heres the error, it instantly started spamming my log. maybe its a mod conflict, I'm not great with these things.

Exception drawing ThingOverlay for MedTimes_CotDouble488890: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Building_Bed.get_PlayerCanSeeOwners () [0x00006] in <17aee94660d546e1be4ad6df239e8d67>:0
  at RimWorld.Building_Bed.DrawGUIOverlay () [0x00018] in <17aee94660d546e1be4ad6df239e8d67>:0
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x0005e] in <17aee94660d546e1be4ad6df239e8d67>:0
Verse.Log:Error(String, Boolean)
#4
Releases / Re: [1.0/1.1] Early Times mod
February 26, 2020, 07:29:09 AM
Wanted to say I've just started a playthrough with this mod and I'm loving it so far. I'm playing tribal with a small handful of mods and haven't encountered any issues so far, though I've only just gotten to metal making. It reminds me a lot of a mod from I think alpha 13. I dont remember the name but it was the same in that all normal stuff was behind research walls, and when you crashlanded a research terminal dropped with you that worked like a research bench. Anyways, do you know if it works with the tech advancing mod? I have both on right now and definitely haven't researched enough to advance tech anyways. I guess I could just save and god mode research until I found out for myself, but I'm at work now. Might try it out later for myself if I dont get an answer here

Edit: This is totally compatible with tech advancing as far as I can tell from god mode testing. Works great, great work!!
#5
Outdated / Re: [A17] Wild West Guns
August 23, 2017, 10:41:41 AM
I really like these weapons and this mod, hope that you continue working on it, maybe not necessarily a ton of new weapons but more what you talked about in your description. Though tomahawks and some feather headdresses would be cool. Like a chieftain one and one with a single feather that have corresponding social, diplomatic, and trade price improvements. 8)
#6
We all know it will be worth the wait Shinzy   8)
#7
Ive been playing now for a while and just started a new colony on a nice 'small hills' map with a river running diagonally across the map and a road running vertically and i gotta say I was loving it. That is until 2 days into summer (about 10 days into the game) when a heat wave hit, Making the 78f average summer temp into a brisk 138f knocking down all my pawns before i even realized what was happening it was too late to realize my construction pawn hadnt yet built my cooler. Needless to say it wiped out my 4 colonists. There was nowhere to hide and i had watch them lying on the ground dying just hoping the heat wave would go away Just wanted to tell my story with a17 so far it was on cassandra  rough if thats relevant but i think heat wave should be toned down just a bit. I understand its just the way of the rim but if i was a new player that probably wouldve diacouraged me pretty quickly. Then again that heat wave wouldnt have been as fatal if i had focused on building a cooler asap but i didnt think id need to worry about using it to save my colonists lives so soon.
#8
Just wanted to say, this music is awesome and fits in super well. I love it, sad i didn't download this sooner. Thank you for putting this together.  :)
#9
Stories / Re: Anna's Diary
January 17, 2017, 02:11:10 PM
This is a great story and i like the writing style. Maybe have a plague or something that wipes out everyone but anna, or maybe anna and vlad, but if vlad dies maybe she breaks and wanders into the cold winter and freezes to death, idk. Just thoughts
#10
Quote from: SteenMachine on March 28, 2015, 09:07:39 PM
Epyk mod pack has drones you can make. They are categorized into something like Combat, Mining, Construction, Gathering and logistics? Something along those lines and you can gear them out with equipment. There isn't a 'Jack-of-all trades' sort, kind of sucks but its kind of cool too. Also a crematorium drone, just moves around cooking bodies....

Yeah, I've seen them that is very similar to what I was thinking except those are more droids than drones.
  Also, if anyone was wondering, I started to work on this mod and then realised I had no idea what I was doing and abandoned it. It's been sitting in a folder on my desktop for a long while and has maybe .002% work done on it.  8) If anyone with coding skills decides they want to take this idea then go ahead, maybe throw in my name as a 'based off an idea by' but other than that, don't expect this to pop up in releases any time soon

#11
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
April 01, 2015, 05:03:41 PM
Hey I wrote a childhood and an adulthood backstory I can confirm they work in game and are completely gender-correct, if anyone wants them or if you think they should be in the backstory mod I won't mind, just give me some credit somewhere. They are based around an apocolypse world that used to be a glitter world but was destroyed by atomic war. May be dangerously close to a Fallout game backstory but has some Rimworld references. <BackstoryDef>
<defName>VDVaultDweller</defName>
<title>Vault dweller</title>
<titleShort>Vault dweller</titleShort>
<baseDescription>NAME grew upon an apocalypse world scarred by atomic war in the safety of a massive secure underground complex known as a vault. In the vault HE was well educated and given every chance to excel at HIS assigned role in the flourishing society growing beneath the desolate wasteland. When HE came of age HE was given a choice to stay in the security of the vault with HIS family, or to leave and never return. On that day NAME chose to leave behind everything HE knew and take on a life of dangerous adventure.</baseDescription>
<bodytypeMale>Thin</bodytypeMale>
<bodyTypeFemale>Thin</bodyTypeFemale>
<slot>Childhood</slot>
<workDisables>
<li>None</li>
</workDisables>
<skillGains>
<li>
<defName>Medicine</defName>
<amount>2</amount>
</li>
<li>
<defName>Social</defName>
<amount>1</amount>
</li>
<li>
  <defName>Research</defName>
  <amount>2</amount>
  </li>
<li>
<defName>Shooting</defName>
<amount>-3</amount>
</li>
<li>
<defName>Construction</defName>
<amount>-2</amount>
</li>
<li>
  <defName>Growing</defName>
   <amount>-3</amount>
   </li>
</skillGains>
<spawnCategories>
<li>Civil</li>
<li>Raider</li>
</spawnCategories>
</BackstoryDef>
<BackstoryDef>
<defName>LWLoneWanderer</defName>
<title>Lone wanderer</title>
<titleShort>Lone wanderer</titleShort>
<baseDescription>NAME wandered the barren wasteland on HIS own in search of adventure. HISCAP biggest opportunity arose when HE happened across a spacer research crew scavenging the ruins of HIS planet for lost glitter tech. HISCAP innocent charm and knowledge of the capabilities of HIS homeworld's technology earned a spot on the crew helping to retrieve important discoveries left abandoned when The Great War ravaged the world into an irradiated shadow of its former self.</baseDescription>
<bodytypeMale>Thin</bodytypeMale>
<bodyTypeFemale>Thin</bodyTypeFemale>
<slot>Adulthood</slot>
<workDisables>
<li>PlantWork</li>
</workDisables>
<skillGains>
<li>
<defName>Medicine</defName>
<amount>1</amount>
</li>
<li>
<defName>Social</defName>
<amount>2</amount>
</li>
<li>
  <defName>Research</defName>
   <amount>2</amount>
   </li>
<li>
<defName>Shooting</defName>
<amount>3</amount>
</li>
<li>
<defName>Construction</defName>
<amount>-3</amount>
</li>
</skillGains>
<spawnCategories>
<li>Civil</li>
<li>Raider</li>
</spawnCategories>
</BackstoryDef>

P.S. just thought about it and the adulthood story wouldnt really make much sense with any other childhood story since it begins with "After NAME left the vault" if someone wants me to I'll change the description so it could fit a little better with other childhood stories

P.P.S. Too late, I already changed the description. Posted the updated desc. in the box. Enjoy  :)
#12
Mods / [Mod idea/request] Rimworld: Drone Warfare
March 01, 2015, 10:36:19 AM
   Long gone are the days of strong heroic colonists rushing into battle risking life and limb (and organs). It is time for a new breed of hero, and a new kind of warfare... Drone Warfare! A new use for the elderly, unskilled, cowardly, or weak bodied pawns of the Rimworld universe in terms of combat.
 
  I imagine a sort of console that pawns can use in the safety of their bunkers to control very expensive technologies like fast dangerous aerial drones, efficient work drones, tough turret drones, deadly kamikaze drones, tenacious bulky mobile defense drones, and other [intimidating adjective] [task] drones! Maybe a new skill for drone operating that could be leveled up through playing simulation games.

   The possibilities and uses are limitless. This could add a new lucrative level of warfare good for hordes of strong enemies in late game when you don't want to risk losing crucial colonists or you have an excess of otherwise combat useless colonists. I've seen the new mod by Justin C for Wave Survival gameplay and this could be a fun addition to that kind of fast paced game where every playthrough you will want to make it further through the increasingly tougher enemies.

  Yes I can see some people saying this idea is ok but it would take some of the fun from the game, not needing colonists to risk their lives in defense of the colony. I would say to them that the point of it is to add another level of late-game or even end-game content that will require a large amount of research and resources in order to use it.
 
   I can also see people saying why not just use robots, why need colonists to control them, just let them control themselves they are strong independent AIs who don't need no operator. I would say to those people WHY NOT JUST MAKE THE ENTIRE COLONY ROBOTS AND YOU JUST GET TO SIT THERE AND WATCH THEM WALK AROUND UNTIL SOMEONE ATTACKS. The name of the game is balance. You have a bunch of robots who only need to be charged and well-oiled and the game will get old as soon as you finish building your generators.
 
  The colonists will still need to eat sleep and stay sane like normal, but when danger strikes instead of running into the fray loaded down with assault rifles and grenades, risking gun wounds and explosions they run to their computer room with a cup of coffee and a donut risking eye strain, arthritis and thousands of silver worth of equipment.

  I want to clarify this is only an idea, I have mediocre coding skills at best, and about 3/10 artistic skills. I can do copy and paste work all day long but I have no clue when it comes to writing new code. I'd guess we would need a terminal to assign colonists to that would then activate the ability to control the drones like normal colonists themselves depending on what kind of drone it is. Maybe a new skill and we will definitely need a couple textures depending on how many drones we are thinking, I'd like to keep everything very vanilla feeling. I'm willing to work with anyone who is willing to work with me.

  I know this is all pretty possible and reasonable, I would start on it myself right now if I had any clue what I was doing. I might be able to do the drone operator skill on my own I'll check it out when I get a chance. If anyone who is interested checks these suggestions and has any ideas or skills in coding or textures please let me know!
#13
Mods / Re: Mod request: Shrink
March 01, 2015, 09:16:22 AM
I like this idea very cool
#14
Ideas / Idea = Rimworld: Drone Warfare
February 28, 2015, 01:54:25 AM
   Long gone are the days of strong heroic colonists rushing into battle risking life and limb (and organs). It is time for a new breed of hero, and a new kind of warfare... Drone Warfare! A new use for the elderly, unskilled, cowardly, or weak bodied pawns of the Rimworld universe in terms of combat.
 
  I imagine a sort of console that pawns can use in the safety of their bunkers to control very expensive technologies like fast dangerous aerial drones, efficient work drones, tough turret drones, deadly kamikaze drones, tenacious bulky mobile defense drones, and other [intimidating adjective] [task] drones! Maybe a new skill for drone operating that could be leveled up through playing simulation games.

   The possibilities and uses are limitless. This could add a new lucrative level of warfare good for hordes of strong enemies in late game when you don't want to risk losing crucial colonists or you have an excess of otherwise combat useless colonists. I've seen the new mod by Justin C for Wave Survival gameplay and this could be a fun addition to that kind of fast paced game where every playthrough you will want to make it further through the increasingly tougher enemies.

  Yes I can see some people saying this idea is ok but it would take some of the fun from the game, not needing colonists to risk their lives in defense of the colony. I would say to them that the point of it is to add another level of late-game or even end-game content that will require a large amount of research and resources in order to use it.
 
I can also see people saying why not just use robots, why need colonists to control them, just let them control themselves they are strong independent AIs who don't need no operator. I would say to those people WHY NOT JUST MAKE THE ENTIRE COLONY ROBOTS AND YOU JUST GET TO SIT THERE AND WATCH THEM WALK AROUND UNTIL SOMEONE ATTACKS. The name of the game is trade-off. You have a bunch of robots who only need to be charged and well-oiled and the game will get old as soon as you finish building your generators.
 
  The colonists will still need to eat sleep and stay sane like normal, but when danger strikes instead of running into the fray loaded down with assault rifles and grenades, risking gun wounds and explosions they run to their computer room with a cup of coffee and a donut risking eye strain, arthritis and thousands of silver worth of equipment.

  I want to clarify this is only an idea, I have mediocre coding skills at best, and about 3/10 artistic skills. I can do copy and paste work all day long but I have no clue when it comes to writing new code. I'd guess we would need a terminal to assign colonists to that would then activate the ability to control the drones like normal colonists themselves depending on what kind of drone it is. Maybe a new skill and we will definitely need a couple textures depending on how many drones we are thinking, I'd like to keep everything very vanilla feeling. I'm willing to work with anyone who is willing to work with me.

  I know this is all pretty possible and reasonable, I would start on it myself right now if I had any clue what I was doing. I might be able to do the drone operator skill on my own I'll check it out tomorrow. If anyone who is interested checks these suggestions and has any ideas or skills in coding or textures please let me know!

                                                                                                                             
~Coconut

#15
Hey Blaze I was just digging through some of the older mods and saw the Orc mod here https://ludeon.com/forums/index.php?topic=7770.0 If you haven't seen it it's pretty good textures, I know you were talking about orcs for your gang faction, and in the last post Berengar says the mod is free for anyone to use, I'd give him credit for the design though for sure. You could maybe spruce up the textures a bit add some piercings and tattoos or something would be cool but a good place to start. Just figured I'd show it to you. If you've already seen it though, then my bad. Cheers!