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Messages - Navy1227

#1
Releases / Re: [1.0] Medical IV's - Update 1.4.1
June 10, 2019, 01:50:33 AM
I'm going to need a bigger hospital at this rate. Good stuff!
#2
Releases / Re: [1.0] Remote Doors
December 09, 2018, 01:14:15 AM
Well... there it is.
#3
Releases / Re: [1.0] Rimmunizations
November 24, 2018, 06:04:51 AM
A year long immunity to certain diseases? I know a year isn't that long on the Rim, but I feel it should be a bit more expensive than 5 Neutroamine, I'll give it a nerf when I get around to using this.


Thank you for putting it together!
#4
You... I like you.
Thanks for this! I know it's something a lot of people have been asking about. Would you be interested in a spotlight video when you're at a later revision?
#5
Releases / Re: [A18] Locks
June 28, 2018, 11:24:18 PM
Quote from: Dash423 on June 23, 2018, 07:55:07 AM
Looking into Prison Labor - does Locks mod work for b18 as well?
This posting is for the B18 version of Locks. B18 = A18. A17 was technically the last alpha version, beta 18 was the first revision in the beta set.
#6
Releases / Re: [1.0] Wall Light
June 26, 2018, 10:59:46 PM

I would think you could just use "on/off" for blinking lights, the same as them being flicked repeatedly.

Can you at least do floor lights for us? :D


A cave entrance with tiles of lights to guide the way.
#7
Releases / Re: [1.0] Wall Light
June 26, 2018, 03:02:59 AM
Maaaaan just last night I was doing some scooping and modified this to work with 1.0, just to see you 'fix' it today! Thanks man!
#8
Thank you for the response!
Perhaps one day though. Even if I just have to use a mod to consistently set the event to repeat.
[color=rgba(255, 255, 255, 0.701960784313725)]¯\_(ツ)_/¯[/color]
#9
So basically I would like to know if there is a way that I can cause a permanent condition to the world map after a set amount of time. We have the scenario setting where "X happens every Y Days", right? (Example: Raid every 15 Days) But can this be used/modded to stick a permanent event such as "X becomes permanent in Y Days?" (Example: Toxic Fallout becomes permanent in 15 Days.)


I mostly want to know this so that I can have time to prepare a shelter and then, as my example above mentioned, have it so that toxic fallout occurs after a set period of time, forcing me inside/limited outside exposure. Or even to the extent of a permanent solar flare or a permanent solar eclipse. (I know, it sounds illogical, but it's an example.)
#10
Releases / Re: [A17] Gas Traps (damn those infestations!)
December 11, 2017, 10:51:30 PM
Give me a gas shell and I'll be able to inflict even more war crimes! I look forward to the idea of gassing a siege camp, suiting a character up in a hazmat suit and capturing all the sleeping pawns.


Unfortunately I do not foresee this mod getting an update. [color=rgba(255, 255, 255, 0.701960784313725)]¯\_(ツ)_/¯[/color]
#11
Outdated / Re: [A17] Red Crossed Medicine
August 05, 2017, 07:19:46 PM
As someone who is red-green colorblind... I never even realized.
Thanks for the mod!
#12
Releases / Re: [A17] Death Rattle (2017-7-16)
July 17, 2017, 05:16:33 AM
Quote from: lorebot on July 17, 2017, 04:18:26 AM
Quote from: Linq on July 17, 2017, 04:02:45 AM
Consciousness is different from breathing/blood pumping. They will not go into a coma, that is for Consciousness only (e.g. brain damaged pawns who take smokeleaf won't instantly die). They will die very quickly if you remove their heart or lungs; the time window is meant for you to get them a new one, not continue removing things. Even that is touch-and-go. Obviously the time windows are different for different organs.

I recommend you try the mod before drawing conclusions.

I'll certainly give it a try asap. The only reason I'm asking is because your OP doesn't have a lot of specifics about the effects of your mod...and it's 4am here and I need to get to bed so I can't just go try it out :)


I mean.... you COULD try it before bed, but maybe not a good idea?


On Topic:
For some reason this just out right reminds me of flat lining pawns which makes me want that with defibrillators. Basically if you get a pawn who has bled out so much that they just can't go on, instead of dying they just flat line and can be brought back with said defibs... with a % chance.


ACTUALLY On Topic:
Thank you for this, it looks and sounds great.
#13
Outdated / Re: [A16] Prison Extensions
March 24, 2017, 01:19:47 AM
Quote from: Ruisuki on March 24, 2017, 01:10:19 AM
whats the state of the mod? anyone test with hospitality?
I use this mod with Hospitality, yes. However I am unsure whether or not both mods were being fully utilized or not. But I can attest that the game does work with both mods loaded.
#14
Quote from: ChaosChronicler on December 23, 2016, 09:05:12 PM
Well, I wanted some sort of mech for rimworld. Not what I was thinking though.
Precisely what I was thinking. I personally would like a mech I can toss a colonist in to to give them abilities otherwise unavailable. With research I could make it autonomous through AI Persona cores but incapable of doing 'chores', purely or mostly a combat based unit. Being a sucker for modular stuff, it'd even be cool to equip it with various weapons that mimic colonist weapons but typically bigger and stronger... why am I writing this post at this point...


On topic;
This mod does look very enticing and does draw some inspiration and ideas for me, thank you! I have not read this full thread yet, but is there any form of reference behind this? Like a television show or a movie?
#15
Releases / Re: [A16] Minions for RimWorld!
February 18, 2017, 12:41:46 PM
Seeing as you also seem to be new to the modding department, what do you use to do that craziness, if I may ask? Notepad or some kind of tool? And your download links also points to a website that hosts "Dinorim" is this also your production? I know - I could just PM this to you and I should but yeah.

On topic; One day I feel the minions should gain some kind of bonus or mood bonus when being around others of their kind. Like a combat bonus if they attack a pawn together for kind of like a swarming modifier. I know this is something much later on in the development though.