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Messages - Giraffe

#1
Quote from: Nightliss on June 05, 2019, 02:47:16 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=1595812861

I think that's the one.

Yup! Thats it. Thank you. I would suggest even linking to it in the original post since its such a great companion to infused.
#2
Hi Notfood, I remember quite some time ago you posted a mod that made colonists choose equipment based on more than just the base sharp, blunt heat defensive parameters which worked alongside infused quite well and I havent been able to find it.

They would pick a hypercharged poncho over a normal flac jacket for example. Ive been missing that mod for a while and am just wondering if Im missing it or if its discontinued

Thanks again for all of your (legendary) work
#3
Releases / Re: [1.0] Carry Capacity Fix
May 30, 2019, 12:10:43 PM
Does this apply to animals in the colony as well?

#4
Is there a quick solution to making animals from other mods into pack animals?

I'm using the Star Wars Animal Collection mod and there are a few animals which I can use as mounts just fine but they have +0 carrying bonus despite being gigantic and having a carry weight bonus of x500%

With dinosauria it was simple enough to just edit the xml for races in the mod and just change pack animal to true (though that said I haven't tested it enough to know if that does the trick anyhow)

Sorry if this is the wrong place to post this but it seems like you've got the pack animal thing figured out and I'm hoping you could send me in the right direction.

I initially thought this forum thread was for some Dr. Who themed mod or something so I never checked it out. Hope you continue to revive dead mods as some of my favorites have been lost to the past.
#5
Mods / [Mod Request] Invention Desk
December 01, 2018, 04:19:22 AM
I was thinking that it would be nice to have dwarf fortress style 'possessions' in RW. Before rimworld I would spend weeks at a time on various forts in DF and I think I've come up with an idea that will fill that event and make it thematic to rimworld. It always felt strange to me that the colonists on these rimworld planets just utilized these baseline blueprints to craft items with little creative transformation aside from maybe some art (which I like, btw. Don't get me wrong)

My proposal is a workstation which utilizes both intellect and crafting skills to create valuable weapons, furniture, and maybe even bionics- at random.

One pawn, at the Invention Desk- would draft blueprints for a project (I.E. weapon, furniture, etc.) and then a pawn would use that blueprint to create another otherwise unobtainable item using the associated skills. So for example a recipe may look like this:

1x Weapon Blueprint: Beginner
30x Material (steel, plasteel, wood, jade, gold, silver, or uranium and modded metals)
10x Wood
2x Components

And produce say a blunderbuss, or a harpoon gun, or a makeshift railgun, or a nailgun, or a trident, many different possibilities
Some initial ideas for 'creative' items:

Bionic hand+Cattle Prod (hand implant, stuns, less efficiency)
1x1 Table and nutrient despenser combo
net-gun (non lethal weapon that stuns and can incapacitate)
Razorgun (shoots saw blades, deals bonus damage to legs/arms)
shotgun+chainsaw bayonet (melee bonus)
twin-shot pistol
cryogun (leaves a trail of snow, does frostburn damage, extinguishes fires)
electromagnetic rail rifle (shoot bolts at high speed)
ballistics cloak (shoulder protection)
Integrated toolset (hand implant, workspeed increase, ignites melee target🔥)
Automated Workshop Assistant (furniture that works similarly to a toolbox but must be placed directly adjacent and requires power)
Therapeutic Recliner (big chair which boosts healing speed like a hospital bed and is as comfortable as an armchair)
Holo-Television (furniture that provides entertainment in an aoe)
I'll add more as I think of them
#6
Releases / Re: [1.0] Alpha Animals - 1.08 (12/11/18)
December 01, 2018, 01:25:11 AM
Quote from: SargBjornson on November 15, 2018, 04:23:17 AM
Yeah, the Gallatross is very conceptual. I think A_Friend drew it that way so that people can project their imagination a bit. Someone said they envision it as a gorilla-like creature. I imagine a fat antelope XDD..

My first thought when I saw the Galatross was this:

(Alexander from the final fantasy series)
#7
Thank you so much. I love this mod.

#8
I think this mod would benefit from having 2 or 3 'workstation' type buildings instead of the 6 or 7 it has.

Could move some tasks to the drug table and simplify the genetic material creation by having the recipe use meat instead of corpses; making things like the spiders from Alpha Animals or the Arthropleura from Megafauna both able to be used in the creation of Insectiod DNA.

Very cool mod though and I appreciate your work. Maybe you could work the old Consumables and Mutagens mod in https://ludeon.com/forums/index.php?topic=33284 since as far as I've seen its been abandoned, or just take some inspiration from it.
#9
Outdated / Re: Harry Dickle's Fuzzy Pickle
November 04, 2018, 01:00:35 AM
More Consumables and Mutagens is an awesome mod, been looking for it for a while. Hopefully it gets updated to 1.0

Thanks for your work either way.
#10
Releases / Re: [1.0] LC-Hairs
November 04, 2018, 01:41:32 AM
These styles look great, thank you. Looking forward to more.
#11
Hope you're doing well notfood. Always look forward to your work.
#12
Releases / Re: [1.0] Alpha Animals - 1.06 (31/10/18)
November 03, 2018, 10:54:49 PM
giddyup compatibility would make this a must download
#13
Hoping this gets updated soon. Adds much needed variety to the wildlife.

Also I love the idea of having a colony full of these huge herbivores as beasts of burden.
#14
Just so you know the mediafire link for the latest version is flagged as a virus by mcafee web advisor for some reason
#15
Intellectual is I think the most grueling to level up. Especially considering it involves your character not creating anything tangible for the colony.

Starting out with a pawn that has no intellectual passion slows the game down drastically.