Ludeon Forums

Ludeon Forums

  • January 20, 2021, 12:43:09 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Primal Lord

Pages: [1] 2 3 ... 5
1
Releases / Re: [A17] Recycle
« on: September 25, 2017, 12:39:47 PM »
Does anyone still have a link for this mod? admin removed it due to age

2
Outdated / Re: [A16]Vanilla Armory Plus v1.0
« on: January 10, 2017, 03:58:42 PM »
Sorry for the late reply RazorHed! A lot of the weapons and armor didn't really have suitable vanilla research to justify adding a research requirement, and the mechanoid weapons already have such a long build time because they are mechanoid weapons that I left them availiable at all times. Feel free to go all out, pace yourself, or just hold back as you see fit!

3
Outdated / Re: [A16]Vanilla Armory Plus v1.0
« on: January 04, 2017, 07:23:42 PM »
Mechanoid weapon costs are are based on the cost of the minigun, the only mechanoid weapon normally available to make in vanilla rimworld, while everything else is a fair  yet believable balance in my opinion.

There will be no steam release from me, but if someone else wants to incorporate my mod and add it i'm fine with that.

4
How about adding the famous Silverballers from Hitman. Its actually called AMT Hardballers tho.

And hardballers are a rerelease of the browning m1911 pistol used during WW2, which from the pictures it looks like it's already included? Anyway, whoever had the idea to include the WA2000 sniper rifle was a genius, my personal favorite sniper rifle in existence :), good work keeping this mod going since A8e!

5
Ideas / Let us name our animals
« on: January 03, 2017, 04:42:56 PM »
Pretty simple thing in my opinion, either let us name our animals rather than wait for nuzzles, or even add an empty nickname field like the one pawns have so we can change the display name of the animals without changing their actual names. I personally treasure every alpaca in my 11 alpaca farm with 2 pregnant alpacas very much and can't stand only 1 of them has a name, and that was the first newborn XD

6
Unfinished / Re: [A16][WIP] Advanced Robotics: A New Era
« on: January 03, 2017, 04:35:33 PM »
How about a Mecha Dragon or Mecha Wyvern?

This is going to sound like I'm joking or I'm making fun of you but I'm 100% serious here, reading this gave me an idea..... Mecha Alpacas that give HyperMechaAlpaca WoolWeave, the ultimate synthetic fabric that has both the best heat and cold insulation multipliers along with the best armor multipliers :0

7
Releases / Re: [A16] Dubs Rimkit (Medkit)
« on: January 02, 2017, 11:58:38 PM »
Mod works great, thanks for your work :)

8
Mods / Re: [Mod Request] Bandage yourself
« on: January 02, 2017, 11:57:50 PM »
Dubs Rimkit: https://ludeon.com/forums/index.php?topic=29043.msg292418#msg292418

tested it myself first, it covers the torso and neck, but you can still wear other clothes like a duster, shirt, tribalwear, etc, just what you're looking for :)

9
Ideas / Re: Option or Mod to remove certain animals from the game
« on: January 02, 2017, 11:52:26 PM »
Boomalopes and Boomrats are the only ones that really annoy me.

Here's a basic edit to disable wild spawning of them, they will still spawn:
Possibly on world creation
With traders
Random Events
From giving birth from one of the above

https://www.dropbox.com/s/ij02tkfxcck96mj/NoWildBooms.rar?dl=0

They shouldn't appear besides those 4 occurrences anymore, severely limiting how much you'll see them, and unless you loot merchants then clearing the world of them should be the last time you really have a problem with them unless a manhunter event happens with them.

Should be able to use in existing saves, and if you have any mods that add additional creatures or textures you may have to load this first, let me know if there's any problems :).

10
Unfinished / Re: [A16] Nerve Stapling
« on: January 02, 2017, 10:04:23 PM »
Is the damage to skills a permanent effect or an instant effect? (ie can i still hit skill level 20 on a nerve stapled pawn?)

11
Ideas / Re: Priorities Making Kibble
« on: January 02, 2017, 08:39:29 PM »
Bill priorities are done from top to bottom, so if you want Kibble to be a higher priority on a table then click the yellow arrow and move it upwards

Unfortunately, ovens take priority over butchering tables no matter what :/

12
I've just tested this and the vanilla behaviour with no mods installed seems to be that no automatic doublebed assignment ever happens for couples. If you could give more details or a definite way to see this automatic assignment it would be helpful.

Does a second confirmation have any value? I don't actually use your mods, although i was inspired by your stainless plasteel floors to modify my sterile floor to something similar, but 100% of the time in my vanilla game, if one person in the relationship owns a doublebed and the other one has no bed, they will automatically use the same bed as their lover. I don't think it will auto assign them to the same bed if the first pawn owns a single bed though.

13
Unfinished / Re: [A16][WIP] Advanced Robotics: A New Era
« on: January 02, 2017, 05:42:53 PM »
What do you think of giving the network mechanoids a chance of resisting an ai takeover? At least the fully upgraded one.

Rather than relying on upgrades, may i suggest the same thing except use base chance on thoughtdefs? For example, a recently charged, undergone recent maintenance, bonded mecha would have less of a chance of going maverick than a low power, damaged, overworked (overheating?) mecha? Similar to how pawns have higher chances to have mental breaks the lower their mood is.

+1 to anyone who gets the maverick reference :)

Edit: Except of course the mecha would always have a chance to go berserk, thus always leaving the player wondering when the inevitable will happen

14
Ideas / Re: Option or Mod to remove certain animals from the game
« on: January 02, 2017, 04:12:20 AM »
Unfortunately i don't know how to do stuff that advanced yet, maybe in the future, but this would basically be the animal wouldn't spawn in the wild as long as the mods active, depending on the quality it might not even get a publicly released

15
Ideas / Re: Option or Mod to remove certain animals from the game
« on: January 02, 2017, 03:21:22 AM »
I could probably rig up a mod for this real quick to at least disable wild ones (merchants may still bring them), make a list up of animals you want removed and I'll see what i can do.

Pages: [1] 2 3 ... 5