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Messages - Darque

#1
Releases / Re: [1.0] Cyberpunk (Oct 25th, 2018)
November 05, 2018, 03:57:32 PM
Minor update released today:
-----------
v1.4.1
-----------
Adjusted heat/cold insulation values on apparel
#2
Releases / Re: [1.0] Cyberpunk (Oct 25th, 2018)
October 25, 2018, 12:22:38 PM
New update released today!

v1.4
    -----------
    Updated for Rimworld 1.0
#3
Releases / Re: [18] Cyberpunk (Mar 13th, 2018)
March 13, 2018, 01:26:41 AM
New update released today!

v1.3.2
    -----------
    Fixed issues with traders not having cybernetic implants
    Adjusted commonality of some items
    Various minor bug fixes
#4
Releases / Re: [18] Cyberpunk (Feb 14th, 2018)
February 15, 2018, 05:03:04 PM
Quote from: Harry_Dicks on February 15, 2018, 08:04:08 AM
Is this an artifact of a "selection tool/lasso" from an editing program? Will this appear in everyone's game if they use this weapon? Or maybe this only appears with certain backgrounds, specific zoom levels, and/or some other unknown factors? Or has this been addressed and this is just an old screenshot?

I'm very inquisitive :)


It is an old screen shot, and has already been fixed in a previous release.
#5
Releases / Re: [A17] Cyberpunk (Oct 18th, 2017)
February 14, 2018, 10:41:55 AM
I finally got around to updating the mod for beta 18.  Please let me know if anyone encounters any issues with it.
#6
Releases / Re: [A17] Cyberpunk (Oct 18th, 2017)
October 19, 2017, 12:04:13 AM
A new update to the Cyberpunk as well as the Cyberpunk Factions mod has been release today:
  Cyberpunk v1.2
  -----------
  - Added new apparel items and hats - camo shirts and pants, berets, caps, and balaclavas
  - Added new guns - Militech Renegade cannon, Arasaka WSA pistol, Colt Enforcement 10 pistol, Stolbovoy ST-2 pistol, Militech Dragon Rifle, Militech MK IV Rifle, Stolbovoy ST-5 Rifle, Militech Viper SMG, Mustang Arms ARS-5C SMG, Stolbovoy SSTS SMG
  - Updated color choices on apparel items
  - Fixed some item descriptions
  - Minor graphics tweaks

Cyberpunk Factions v1.1
  -----------
  - Added new factions - Lazarus, IEC, Petrochem and Sovoil
  - Added faction specific uniform items
  - Added faction icons
#7
Outdated / Re: [A17] Mod Announcements Thread
June 01, 2017, 10:26:09 AM
Cyberpunk
The Cyberpunk mod adds elements of the Cyberpunk 2020 RPG game to RimWorld.


  • New guns and melee weapons
  • New armors, helmets and apparel added, many with new graphics.
  • New cybernetic implants added
  • Gun reliability and jamming
#8
Releases / Re: [A17] Cyberpunk (May 25th, 2017)
May 26, 2017, 11:14:49 AM
Quote from: Pepelnica1488 on May 26, 2017, 06:23:28 AM
so disbalanced
To make this criticism constructive...what in the mod specifically do you feel is unbalanced?
#9
Releases / [1.0] Cyberpunk (Nov 5th, 2018)
May 25, 2017, 02:18:27 AM

Overview
The Cyberpunk mod adds elements of the Cyberpunk 2020 RPG game to RimWorld.


  • New guns and melee weapons
  • New armors, helmets and apparel added, many with new graphics.
  • New cybernetic implants added
  • Gun reliability and jamming
  • Visible pants



  Change Notes
  v1.4.1
  -----------
  - Adjusted heat/cold insulation values on apparel

  v1.4
  -----------
  - Updated mod for Rimworld 1.0

  v1.3.2
  -----------
  - Fixed issues with traders not having cybernetic implants
  - Adjusted commonality of some items
  - Various minor bug fixes
   
  1.3.1
  -----------
  - Bug fixes and returned missing nomad weapons

  1.3
  -----------
  - Updated for beta 18
   
  1.2
  -----------
  - Added new apparel items and hats - camo shirts and pants, berets, caps, and balaclavas
  - Added new guns - Militech Renegade cannon, Arasaka WSA pistol, Colt Enforcement 10 pistol, Stolbovoy ST-2 pistol, Militech Dragon Rifle, Militech MK IV Rifle, Stolbovoy ST-5 Rifle, Militech Viper SMG, Mustang Arms ARS-5C SMG, Stolbovoy SSTS SMG
  - Updated color choices on apparel items
  - Fixed some item descriptions
  - Minor graphics tweaks
 
  v1.1
  -----------
  - Scratchers and Rippers damage increased to fix issue where fists were used instead of scratchers
  - Fixed display of weapon reliability text
  - Fixed smeltability of new guns
  - Added craftable nomad weapons
  - Kevlar Vest male back and hulk back graphics update
  - Heavy Leather Jacket graphics update




Cyberpunk Factions
This mod is an addon to my Cyberpunk mod. As such, it will require my Cyberpunk mod to work.

Currently, this mod adds the following Cyberpunk 2020 corps as factions:

  • Arasaka
  • Militech
  • Lazarus
  • IEC
  • Petrochem
  • Sovoil
It also changes tribes to nomads.

Change Notes 
  v1.3.1
  - Adjusted heat/cold insulation values on apparel
  -----------
  v1.3
  -----------
  - Updated for Rimworld 1.0
  v1.2
  -----------
  - Updated for beta 18
  v1.1
  -----------
  - Added new factions - Lazarus, IEC, Petrochem and Sovoil
  - Added faction specific uniform items
  - Added faction icons


I am open to suggestions and if anyone wants to join in, let me know.
Also, if you are interested in helping with graphics (esp armor and apparel), I would appreciate the help.

= POWERED BY =
Harmony 1.0.9.0. Detouring Library.

Downloads
Github
Cyberpunk on Steam
Cyberpunk Factions on Steam
#10
I have updated the mod repository to support the unstable A17 release.
There are also some new armors and apparel items, as well as some updated graphics.

As always, if you feel something in the mod is unbalanced, or if you find a bug, please let me know.
#11
Ideas / Re: Set ownership of certain items
May 12, 2017, 05:57:14 PM
I have recently been thinking about this as well, so that the pawn can change owned clothing based on weather, or decide on their own what their favorite weapon is, etc.

Quote from: The Man with No Name on May 02, 2017, 06:27:33 PM
Could also take it further and link it in with the equipment rack, or similar wardrobe/cupboard furniture item, so there are places where these items could be specified to be stored.
I think owned items be stored in the pawn's bedroom, or in the case of a barracks, on or next to their bed/sleeping spot. Although the equipment rack would work as well, with the pawn taking ownership of the entire rack itself.
#12
Just finished my first satisfactory iteration of the Espoma Environmental Suit.  Thoughts?

#13
Thanks for the hint...Already had used same technique.  I was thinking of setting it to -50% for the helmet and -50% for the rest of the suit.
#14
Ideas / Re: secondary wepon, ?
April 11, 2017, 02:30:33 PM
I feel at least the colonist should utilize their ranged weapon as a melee instead of their fist.  This could open up combat options such as using a bayonet on a rifle, swinging that shotgun like a club, or pistol whipping the enemy.
#15
Quote from: Robloxsina66 on April 11, 2017, 12:37:57 PM
you should make Gas mask and radioactive Stuff incase Toxic fallout comes in land
Good idea.  I will add that to my ToDo list to see if I can figure out the best way to accomplish this.