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Messages - dyl000

#1
Ideas / Re: Ludeon deserves money!
April 30, 2017, 10:44:19 AM
I think that this is more for Rimworlds long term financing,eventually sales will slow down as less and less people DONT have the game, I personally think it would be cool to have a donate button on like the main menu, Tynan releases an awesome update? donate a dollar or two to show your appreciation. It wouldnt be his main source of income, it would just be a way of people showing their appreciation.
#2
Unfinished / Re: WIP: Cloning Chamber - Ideas needed
April 23, 2017, 08:56:30 PM
will the genetic samples be reusable? because I was hoping to make essentially a clone army of expendables to use as a main line of defence, that way I can mess around with different tactics and such rather than just hiding in a bunker because im afraid a raider will put a hole in my colonists skull
#3
Unfinished / Re: WIP: Cloning Chamber - Ideas needed
April 17, 2017, 06:39:32 PM
I think that you should be able to forcibly collect samples, but perhaps it make them unhappy or something, It shouldnt need to damage the donor since it would just be a DNA sample, there should be multiple types of Cloning
Perfect match- same traits, looks, stats, everything, takes the longest
Basic Genetic Copy- similar stats with slight variations in looks (same gender though) and sometimes possibly a change in traits maybe?
and for the final one Unstable Duplicate- high chance of having traits such as volitile, maybe add a new trait in called "Extremely unstable" that gives them a high chance of breaking, but they can be produced much much faster, like a clone a day per machine or something. For cloning time it could be something like
8 days, 5 days, 1 day in order from most stable to least? cloning could take biomass or something to balance things out, anything organic could be broken down and used to fuel it
Of course you dont have to use these, these are just random ideas, this mod could be a ton of fun to mess around with though, especially with a star wars mod, i could create a clone army of jedi, or just recreate the clone wars with the mechnoids......
#4
Releases / Re: [WIP] Star Wars - A RimWorld Series
April 17, 2017, 06:32:16 PM
ok thanks! also I noticed an issue where the Lightening storm doesnt seem to do anything, and the force powers that require you to target yourself dont work. I'm assuming these are known issues but I wanted to let you know just in case it had slipped your notice  :)
#5
Releases / Re: [WIP] Star Wars - A RimWorld Series
April 16, 2017, 06:44:03 PM
Sorry if this is a dumb question, but how do I craft lightsabers? i dont see them in the machining table, is there a special crafting table for them?
#6
Unfinished / Re: [A15][WIP] CaveBiome
November 23, 2016, 06:02:03 PM
any chance that theres a version of this on the steam workshop? can't seem to find it
#7
Unfinished / Re: [A15][WIP] Halo: Outer Rim Operations
November 23, 2016, 05:20:01 PM
do you plan on adding events and such to go along with the theme, or other factions? Or will you be sticking to the weapon models
#8
Ideas / Re: Make Boomalopes and Boomrats great again!
August 28, 2016, 10:53:02 AM
Quote from: Aleksh on August 28, 2016, 07:23:53 AM
I changed the suggestion a good bit. I did some testing with the explosions and such, and the event is unfair, just not because the reasons you posted. I do hope this is an improvement!
I'm curious, what was the reason that it was unfair then?
#9
I want to play alpha 14, but i feel like rimworld just wont be the same without combat realism =(
#10
Is this new version compatable with Combat Realism?
#11
Im having a bit of trouble installing it through google drive, how do i download the files?
#12
Outdated / Re: [A13] Ocean Biome mod
May 01, 2016, 05:09:49 PM
This mod has actually gotten me thinking of an island biom mod, maybe you start on a somewhat small island, big enough for a small farm, and comes with a few trees, later on once you have gotten enough wood and such saved up you could build bridges or boats to get  to nearby islands, one big issue would be how raids work, and how materials like iron and plasteel would work.....
#13
Outdated / Re: [A12] Doge Storyteller!
April 22, 2016, 11:10:14 PM
Will this be updated to alpha 13 any time soon? i wanna combine this with the careful planning mod and see how long a few op colonists can last