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Messages - 666Matt666

#1
Quote from: Canute on July 17, 2016, 11:25:59 AM
Nice work.
But i think they need to loose durability since you don't need magic.
Does they use any skills ? if not why not ?

And whats about a heal wand ?


How do you mean skills? If you mean skills like construction and mining, the wands use the shooting skill. they're basically guns. If you mean these rpg-like skills they don't have any, and the reason is simple: I'm a noob modder :P
Thats also why I don't have a heal wand, I have no idea how to make one. I started modding this morning. Literally. This was really easy to make. Anyway, If you have suggestions for a wand that shoots actual bullets (retextured ofc), I can add that in no time.

And if you want them to loose durability, i can make a version where they do. I just have to change *one* number.

Edit: there ya go, now there's a version where they do.
#2
Outdated / [A14] RimWands (adds 4 craftable wands)
July 17, 2016, 09:58:29 AM
I wanted to have a little magic in Rimworld, so I made this little mod. It adds 4 wands to the game. They act like guns, and they don't lose durability. Enjoy!

(this is my first mod, so don't expect much)

Link: https://www.dropbox.com/s/oj21yb9p6v118bl/RimWands.zip?dl=0
If you want the wands to loose durability, download this one: https://www.dropbox.com/s/hr64l3hmh7omy8z/RimWands%28they_loose_durability%29.zip?dl=0
Don't upload this mod to other sites! If you want to include it in a modpack (for whatever reason) you have to ask me first. Wands are a pretty basic idea, so it wouldn't be fair if i said "don't make anything similar".

Here's a picture:
#3
Help / Is modding as easy as it looks?
July 17, 2016, 01:21:46 AM
I was looking at the core and i think i understand what they do. I want to make some new guns, is this all i have to do? It looks too easy. I'm pretty sure I'm missing something.

Make the About thingy
Copy gun things from the core
Edit to my liking
#4
I tried out the chessboard thingy and it's really fun. i'm pretty sure it would get all of the raiders if i put them all the way to the doors, but what's the fun in that? It's better if my colonists have something to shoot at.

I like this setup because they step on the traps twice. Once when they are trying to get to my peeps, and again when they are escaping. And if they learn where the traps are, i can alway move them around a bit.

And no, this is not the most efficient way to deal with them, but it is the most fun (for me at least).


Ps.:That thing in the middle may or may not be a marriage spot.
#5
I was wondering if i could get 2 psychopaths become lovers so i can put them in one bed. Is +15 opinion good enough? that's all i can get with the "rescued me". Or is there some other way to increase opinion?
#6
I think Cassandra wins this one.

I started my "evil" colony with 6 psichopaths with the help f the prepare carefully mod. (seriously though, that trait is op). I did the usual stuff. Get prisoner, remove a lung, a kidney and a heart, butcher and sell the stuff. When i had some people join, i had them do "dumb labour", and when they passed out because of hyphothermia or went berserk because of the butchering i put them in the prison. You know the rest... they got butchered and sold. When the winter started, Cassandra decided to help me out with some supplies. some random guy discovered two of those nasty overpowered fat worms with miniguns. Needless to say, he died. Of course I avoided the place at all cost. And then she sent some frendlies to "help out" with them. And then she sent another group. And another. They just kept coming. It took them 3 months to kill those abominations, and when they did, i went there and took all the stuff. Did i mention that she thought about conserving the bodies? She started sending them just when winter started, and killed them when it ended. Needless to say, i butchered every one of them. Psychos+Cassandra=profit




Edit: actually, they didn't kill both centipedes, one of them got incapacitated... two years ago... it's still there... twitching... and suffering... waiting for someone to kill it...
#7
Stories / Got lucky with puppies
June 22, 2016, 11:09:37 AM
I created a colony with 6 ppl and 2 wargs (prepare carefully mod), and after i mined a huge chunk of the mountain i wanted to build at, i realised i didn't give anyone enough skill to train my wargs. They had burning passion for animals though, so i decided to look for some... but no luck. There wasn't any low level one. I was about to quit and start a new colony (i really needed those wargs tamed), but cassandra realised that a f-ed up, and she just made 9 yorkshire terriers join me :D And they need 0 level to train!

(though i don't get why would a 10 years old dog be too small to haul. oh well, still free xp)
#8
Ideas / Re: Your Cheapest Ideas
June 22, 2016, 09:04:40 AM
Make autodoors not break down? It gets really annoying. The whole point of making them would be to save time, but instead my colonists spend hours fixing them, so the simple door right now is cheaper AND more efficient. I think it would be more balanced.
#9
Ideas / Being able to visit new places?
June 21, 2016, 03:39:17 PM
I don't like the fact that you're trapped in a dirt box FOREVER. It would be much better if i could send out scouts to the neighbouring territories, or just move my entire colony by the ship. I don't think it would cause preformance problems if you only had only one chunk of earth loaded. Maybe there could be more bases per colonies, and you could move your resources around via the trade beacon.

Ps.: sorry if someone suggested this already, 200+ pages are way too much to read