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Messages - katnep

#1
Would love to see someone make some structures/ancient dangers that only exist underground, like buried "spaceship" filled with hostile spacers in cryocaskets or like a big insect hive
#2
Seems like a pretty good mod, i'll definitely be adding it for the help it provides with the infection tends
#3
Releases / Re: [1.0] A RimWorld of Magic
March 11, 2019, 05:54:15 PM
Quote from: Opi9038 on March 11, 2019, 03:41:33 PM
I REALLY like your mod! Thiere is one thing that i would love to see, and that is new combat class, some kind of chemist. I got this idea when i saw one mod with gas traps (maybe its even its name, i dont remember :v). He could have abilities such as straight gas grenade, that would act like a tear gas or sleeping gas, type of gas trap that upon activating would proc effect on person who activated it (again, sleeping gas for example) and maybe small radious of same gas on max lvl. Some type of stimulant that could for a few seconds give your pawns boost when fighting. One of the skills could be also just spawning some gas grenades for others to use, that deteriorate quickly regardless if outside or inside, or just skill to change type of gas in other abilities. As "ultimate" skill i would love to see a special grenade that covers insane area with toxic/rage/fear/sleeping gas, but gas itself is not very strong. Of course all gas types would affect your colonists too, if they happen to walk into it. What do You think?
as a random guy on the forums i love this idea, would certainly be cool, especially if leveling the abilities unlocks stuff like larger radius, and longer lingering time(both in the world and on a pawn), maybe give the character an ability that removes the gas effects in a radius and make the gas something slow that acts over time to stop it being too much of a fast acting tool
#4
Releases / Re: [1.0] Smokeleaf Industry v1.14a
February 16, 2019, 09:21:17 AM
So I dunno if this is something other people would find funny, but if you could pack the smokeleaf distilled stuff into a grenade and throw it at your enemies to make them stoned I think i'd laugh my pants off
#5
Quote from: scotty562 on December 04, 2017, 06:36:28 AM
The deep drills are heavily rng based. For instance I had one deposit on my map which barely made anything. The near inability to trade for it either through the orbital traders, the visiting traders, or traveling to npc colonies is a bigger issue IMO. That or the uranium cost is simply to high.

Edit:
Well looking into it I have another question. The Recipe_Components.xml says MakeEnergizedComponent costs 3 uranium, but in game it costs 30 for me. Components is set to 1. I tried setting uranium to 2 and in game it went from 30 to 20. Not sure if this is an issue or as intended.


well the problem if im correct is that uranium is a "low volume(or something)" material so it requires 10x the listed amount