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Messages - hendrikpfaff

Pages: [1] 2 3 ... 7
1
Outdated / Re: [B18] Cybernetic Storm 18.002 - Updated: 07/01/18 16:30GMT
« on: February 23, 2018, 10:18:43 AM »
Is there a option to only get the "Carbon Fibre Prothesis, Limbs, Implants and Brains, Organs and Exoskeletons"?

2
Mods / Re: Community Animal Pack
« on: October 03, 2017, 02:15:45 PM »
But I have to start Steam for this, which is against my religion.
Erm... Are you insane or just got a pistol bullet in your head?

You have your made up believe system, I have mine ;D

The word religion is just more accepted by the general public.
It's the same with "good morning" and "shut up and die".
You mean one thing, but say something completely different.  ;D
Now I keep thinking about what you just said.. Thx for cracking my brain.. o_O

3
Unfinished / Re: [A17][WIP] Biomes+
« on: September 30, 2017, 02:18:45 PM »
Some brain food for your mod.
-Island biome
All water with some islands (Maybe add some sort of floor so you can cross from one island to the other over the water)
-Dead Marshes
Filty water that gives diseases when you cross is, only dead plants and you can't grow anything on this ground.
-Mystic lands
A magic-like forrest that holds some mythical creatures. (Also a place where you can find thrumbo's, because thumbo's fit the catagory mythical :P)

4
Could you add more Power armors to the power armor mod?

5
Releases / Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
« on: September 30, 2017, 07:46:18 AM »
What bothers me is that isn't harvesting tied to Growing Skill. How come their Yield Efficiency calculated?

There is a "default" skill level when a pawn have no skill level - if I'm not wrong, the skill level is 1. I could be wrong though. Thus they can do, but they are only as efficient as your worst pawn. (still, I could be wrong)

"so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)"

Would be the best thing I guess.

So its nerfing or removing incident?

LOL
Remove it, nerfing the minion would make it lame, but giving it a change to go beserk once it transforms would be a good idea.

6
Mods / Re: Community Animal Pack
« on: September 30, 2017, 07:40:21 AM »
https://github.com/XenEmpireAdmin/AnimalCollabProjectA17

I did link it in the discussions, but only Xen can edit the actual description on Steam.
<3
Edit:
Can I also get the ADS patch? XD

7
Releases / Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
« on: September 29, 2017, 05:55:24 PM »
Yes yes, thats the idea behind it ! :-))
Every minion who got food will tell a friend about this great deal (food vs. junk) and come back next day.
But this can an opportunity for the colony as well, since they drop a random item, it could be a stone chunk, some steel/uranium, armor or weapon.

Yep, it could cause some lag, or even run out of memory, when there comes a hugh amount of minions at the map.
And i hope the colony got a saferetreat if 1024 minions get angry if they don't got food.

Okay, the thing about this "event" is that, I will definitely choose to kill that Minion rather than letting it grab any thing from me. It will annul all the effort put into make this incident... We need to rethink this.

A more "meaningful" way is to create a Minion faction... But I not exactly sure how it will affect the incidents and stuff, since it would be a pure animal faction.

-----

If the serum becomes a thing, the purple raid events aren't needed anymore in my opinion..
You can always keep the event to prevent your yellow minions from growing out of control, because you would need them to fight the purple ones.

The problem I have with the purple raid is that, they are too OP... Its like a game ending incident, if happen to any kids playing the game. Since a lot of children are playing the game, I'm not exactly keen to make them cry.... so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)
"so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)"

Would be the best thing I guess.

8
Mods / Re: Community Animal Pack
« on: September 29, 2017, 05:51:24 PM »
> Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.

What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.
I play with 129 mods so.. that would be a pain in the ass..
Just 1 link with all the animals in it from the pack just like the steam one, would be apriciated.

9
Mods / [mod requests] Sprinklers
« on: September 29, 2017, 08:41:56 AM »
Is there any modder that has the skill and is willing to make a sprinkler mod to put out fires?

Just my idea of how someting like this should work..
You have the sprinkler that you put under a roof and needs electricity to work. Once a fire starts you command one of your pawns to flick a switch that turns on the sprinklers (Or it activates on it's own when fire is in it's range.) so it will start putting out the fire.

 Probably need C# or someting like that for this. but maybe a water pump with water pipes that work like a Generator and power conduit.
You put the water pump near a like/river for it to work then connect a power conduit to it so it starts pumping the water to the water pipes that go to the sprinkler after that the sprinklers are ready to put out fire when needed.

Sorry for my English, I hope you guys can understand what I wrote.

10
Mods / Re: Community Animal Pack
« on: September 29, 2017, 08:08:04 AM »


Animal Colab Project
http://steamcommunity.com/sharedfiles/filedetails/?id=949283405

Documentation
I don't know if this is the right place to ask but..
Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.

11
Outdated / Re: [A17] WW1 Weapons Pack
« on: September 29, 2017, 07:44:56 AM »
Looks a little wird when the handguns are that big compaired to the other guns? ( Might be my imagination.. :P )
Will definitely do a playtrough with it anyway.

12
Outdated / Re: [A17] DOOM - Factions [26/09/2017] Error fix
« on: September 29, 2017, 07:36:51 AM »
No attacks like.. idk.. ripping someones arm off or punching in trough the skull? awww :(

13
Releases / Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
« on: September 29, 2017, 07:28:57 AM »
That would be painful to do.... lol

Honestly, I have no idea if I am able to ever copy over the pawn data... I will try someday

I'm thinking, if we create our own purples? Then should I still keep the purple raids event? =x
If the serum becomes a thing, the purple raid events aren't needed anymore in my opinion..
You can always keep the event to prevent your yellow minions from growing out of control, because you would need them to fight the purple ones.

14
Unfinished / Re: [A14][WIP] Prisoners & Slaves - Testing Release
« on: September 29, 2017, 07:21:07 AM »
Someone remake/rewrite this mod? Such a shame to see these features die...

15
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
« on: September 28, 2017, 10:16:04 AM »
Idea:
Ever tought about adding DNA as ore so you can mine it in mountains and then use a DNA extractor to recover the DNA from the stone, after that you can use a cultivator that you put the DNA that you mined (Diffrent DNA ore's Trex,Veli,tricera,etc) in and wait for your (Wild) baby dino to be cultivated.

I would love to see this, because this is the BEST dinomod in my opinion for Rimworld at this moment.

depends on how its done it could cuase conflicts with this mod Genetic Rim - https://ludeon.com/forums/index.php?topic=35158.0

Naaah, not really. As long as they don't use the same defnames, everything will be fine, and I tried to use unique defnames to avoid that.

I'll make some hybrids with dinosaurs some day, I promise :)
That would be great!
Now I'm just gonna hope the creator of this Dinomod (spincrus) adds DNA or someting.

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