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Messages - grimsurgent

#1
Releases / Re: [1.0] Mo Drugs (v2)
August 13, 2019, 11:07:26 AM
Update 2:

Updated the versioning so it would stop giving yellow errors, and some stimulants now alter a pawns hunger rate as suggested by someone.

Also planning on adding a steam workshop page for it soon
#2
Releases / Re: [1.0] Mo Drugs (v1)
January 31, 2019, 01:28:36 AM
Quote from: noooooo on January 28, 2019, 01:36:20 AM
Nice one, I was worried about the CE compatibility and saw there's a version for it.

Even if you got the normal version there wouldn't be any compatibility problems. The only thing the CE version adds is suppressability for some of the drugs like Ice
#3
Releases / [1.0] Mo Drugs (v2)
January 23, 2019, 10:50:55 PM


Welcome to my Mo Drugs Mod!



Personally, I felt that there was a lack of drugs in the base game, so I took it upon myself to add some new ones, and make it vanilla friendly. Most names, and most textures are close to vanilla, and the balancing is based on vanilla as well. There are a total of 14 new drugs, listed below:

Berserker Drink

Blue Ice (Blue Meth)

Chem-Mud (Fentanyl)

Flakka

Mud (Heroin)

Inteli Max

Ketamine

Ice (Meth)

PainAway (Oxycodone)

Red Ice (super meth)

Relief (Codeine)

Wide Eye (MDMA, Ecstasy)

Xanax

Zopiclone (sleeping aid)


There is also a CE compatible version, which makes some of the drugs reduce suppressability. This is V2, so there may be some balancing issues or other things I need to fix. Just reply or DM me on discord if you find anything (seanandjay29#2651)

Changelog

Updated the versioning so it would stop giving yellow errors, and some stimulants now alter a pawns hunger rate as suggested by someone.

Download

http://www.mediafire.com/file/37dwh3vpoe0wal2/Mo_Drugs.rar/file

CE Version

http://www.mediafire.com/file/yhcaam5i5w3nqge/Mo_Drugs_CE.rar/file
#4
Outdated / Re: [B18] 20th Century Weapons Mod CE Patch
January 07, 2019, 01:53:25 PM
Quote from: nerdcubednerd on December 26, 2018, 06:29:29 PM
Since it seems that the original 20 CWM has been abandoned and CE is already on 1.0 in dev branch, did you plan on updating for 1.0 with the unofficial CWM 1.0 mod? (https://steamcommunity.com/sharedfiles/filedetails/?id=1542206501&searchtext=20+CWM)

My bad, I didn't think anyone was interested in this after the main mod went kaput. If you want me to I can probably update this to 1.0, but I was planning on just using the sounds of this and making a unofficial version using Rambo's sprites since those are cleaner and more vanilla like.
#5
a DSHKM would be a cool addition, for us Soviet rimworlders
#6
With Smooth Stone Walls, you can't smooth walls that have air vents in them
#7
Quote from: TTacco on February 09, 2018, 04:58:29 AM
Quote from: Harry_Dicks on February 09, 2018, 03:12:43 AM
You can try checking out the recipeUsers in the defs, or the research required, if you're up for it ;)

Hey thanks alot, I dont know much about Rimworld modding in general but I took a shot, just changed the ParentName to make it craftable.

I still don't understand why some of the weapons are uncraftable though, considering they already have a recipe available (Though could be balancing issue, not sure). Anyway thanks again.

My bad for not seeing this until a couple weeks later lol. My guess is it was a couple parentname errors that the original mod author left and I looked over them. They should be fixed by the next update, whenever that is.
#8
Outdated / Re: [A18] Crude CE Conversions Corner aka 4C
December 29, 2017, 11:38:11 PM
Yes, it should work because my verbs and comps are in base CE. And when you said you didn't change the accuracy, does that mean it still has AccuracyShort, AccuracyMedium etc? Because accuracy in CE is defined by ShotSpread, SightsEfficiency,SwayFactor and Recoil. It might still work, but it could be unbalanced.
#9
Outdated / Re: [A18] Crude CE Conversions Corner aka 4C
December 29, 2017, 02:33:01 AM
Hi, maker of the 20th CWM CE patch here, what do you mean when you say "i have no idea if it will work without it but for the sake of clarity get that mod ( plus its awesome so its win win )"? Also rename the topic to B18 instead of A18
#10
Outdated / Re: [B18] 20th Century Weapons Mod CE Patch
December 20, 2017, 03:45:04 PM
Quote from: Harry_Dicks on December 20, 2017, 11:10:23 AM

Is there a link to the Steam version, or do you have screenshots or anything else to provide info wise? I'm looking for a weapons mod, but I don't want too many and with anything too crazy, so this looks like it's right up my alley, but I would like more info on it first please :)

Most of the information on this would be on the original 20th Century Weapons mod main thread, as this is just making the weapons compatible with CE. I guess Ishould add some screenshots since the original hasn't been updated in a while. Basically the preview has the art style of tge weapons, and theres somewhere around 80-90 added guns so it may be too much for you.
#11
Outdated / Re: [B18] 20th Century Weapons Mod CE Patch
December 19, 2017, 11:49:07 PM
UPDATE: Updated to B18, added melee to guns, rebalanced machete. Might be a couple bugs so let me know.
#12
Outdated / Re: [A17] 20th Century Weapons Mod CE Patch
December 13, 2017, 08:12:26 PM
Quote from: MathiasSteam on November 24, 2017, 12:28:12 PM
Combat Extended has a A18 test version on github, it seems to work fine only thing is the combat story thingy doesn't seem to work that well atm.
This mod really enhances CE so hopefully it will get updated too.

I'll start working on it soon. It should be updated by Saturday.

EDIT: I'll start working on it as soon as CE guns or another gun mod is updated to the new CE version, because patches don't make sense to me.
#13
Outdated / Re: [A17] 20th Century Weapons Mod CE Patch
October 04, 2017, 06:57:11 PM
You're very welcome. 😆
#14
Outdated / Re: [A17] 20th Century Weapons Mod CE Patch
October 01, 2017, 05:53:36 PM
Quote from: nerdcubednerd on October 01, 2017, 01:56:56 PM
Huh, before I had this installed there was another tree that went though each set of weapons from pistols up to the heavy weapons.


Pretty sure that's normal 20th CWM, and not this standalone patch. I removed those research because it was repetitive and arbitrary, and made it to use the standard CE advanced weapons research.
#15
Outdated / Re: [A17] 20th Century Weapons Mod CE Patch
October 01, 2017, 03:54:30 AM
Quote from: nerdcubednerd on October 01, 2017, 03:02:20 AM

I'm having an issue with the mod not having any CE research and some the weapons being already being available without the research. Help?

First, make sure you have the newest version. Second, some of the weapons don't require "advanced weapons research" as they aren't advanced, such as the mosin nagant. If you could identify the weapons that don't require research that you think require it, you can list them for me and I can change it if necessary.