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Topics - PunisheR007

#1
Gday everyone, im giving permission to anyone who wants to use any of my mods, or rip them apart and add them to there own mods.
do what you please, i have no time to update and stuff around trying to find names of definitions that have changed and don't exist in the core.
Which would mean i would have to message other mod creaters and ask questions and so on.

Thanks for the awesome times everyone

PunisheR007  8)
#2
Outdated / [MOD] (Alpha 6) Enhanced Slaves v1.2
July 25, 2014, 01:48:21 PM


ENHANCED SLAVES v1.2



Make all slaves from slave traders become enhanced humans with

50% More movement speed.
50% More melee damage.
50% More health.
50% More hunger threshold.
50% Easier to recruit. (If they somehow leave and need recruiting again)
Slaves only come outfitted with advanced armour.


No colonists will get affected by this, only slaves from slave traders.

DOWNLOADS



http://www.mediafire.com/download/e2jsyu04p5gcs1l/Enhanced_Slaves_1.2.rar



https://www.dropbox.com/s/4hd35sj3dprm8lb/Enhanced%20Slaves%201.2.rar?dl=0


CHANGELOG

v1.0   - Orig version

v1.1   - Hunger Threshold removed, due to not being defined in xml anymore, or i still need to find it.

v1.2   - Hunger threshold added backin, finally found it.
       - Slaves will be 50% easier to recruit. (If they leave somehow and need recruiting again.)
       - Slaves only come outfitted with advanced armour.




[attachment deleted by admin: too old]
#3
I like to start with an engineer, a miner and a commissar, sometimes i have to click so many times to find the right
stats i want. That turns out most of the time to be 20 - 30 mins for character creation which is way to much.
Plz tynan no more randomize, or can we at least select sex and what they are, like a miner and so on.

Cheers!!!
#4
Outdated / [MOD] (Alpha 5) Turret Package (v1.4)
July 05, 2014, 01:46:09 AM
TURRET PACKAGE v1.4

This is Kilroys turret package updated for alpha 5
All credits goto Kilroy and to all who were credited in his thread.

Description:
The main goal of this mod is to add more powerful turrets to the later part of the game so that you can fight off the ever growing raider parties that are determined to destroy your colony. This mod adds five new turrets to RimWorld along with six new research topics. There are three new textures added to the turrets and two new projectile textures. The turrets range in size, from 2x2 to 1x1 depending on what I figured seemed appropriate.

Features:

    Improved Turret (An improved version of the improvised turret)
    Incendiary Turret (An R-4 rifle fitted to the turret capable of firing a burst of 4 incendiary rounds)
    Sniper Turret (A sniper rifle fitted to the turret capable of firing accurate shots over long distances)
    Grenade Turret (A turret made specifically to fire grenades over short distances)
    Heavy Turret (A heavily armored, fast firing beast of a turret meant to deal with multiple enemy at a time)
    Energy Turret (All the benefits of the heavy turret plus extra damage done by the energy projectiles)


Mod Team:

    Kilroy232


Special Thanks
A special thank you to ItchyFlea for allowing me to integrate his energy turret into this mod.
His profile page can be found here http://ludeon.com/forums/index.php?action=profile;u=959

How to Install:

- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

How to use:
This mod works as soon as it is installed, nothing to difficult. To use the Improved Turret you must first research 'Armour Plating' and 'Electrical Systems' then research 'Improved Turret'. Once that is done you can then build Improved Turrets, Sniper Turrets and Grenade Turrets.

After those have been researched you can research either 'Incendiary Rounds' to allow the incendiary turret to be build or 'Weapon Systems' to build the heavy turret. Once the Heavy Turret has been researched you will be able to research 'Energy Weapons' and this will allow you to use the Energy Turret.

Download:
To download go to the bottom of this post and click the attached file

Improved Turret
Research Requirements Armour Plating Electrical Systems
Health 400
Damage Per Round 9
Round Speed 70
Accuracy 0.80 - 1.00
Rounds Per Burst 4
Range 25.9
Explosion Radius 2.4
Power Consumption 500
Flammability 0.5
Metal needed 300
Work Needed 1500

Sniper Turret
Research Requirements Incendiary Rounds Improved Turret
Health 300
Damage Per Round 40
Round Speed 100
Accuracy  0.90 - 1.00
Rounds Per Burst 1
Range 50
Explosion Radius 2.4
Power Consumption 350
Flammability 0.5
Metal needed 200
Work Needed 850

Incendiary Turret
Research Requirements Incendiary Rounds Improved Turret
Health 500
Damage Per Round 9
Round Speed 40
Accuracy 0.90 - 0.75
Rounds Per Burst 4
Range 30
Explosion Radius 2.4
Power Consumption 400
Flammability 0.5
Metal needed 300
Work Needed 1500

Heavy Turret
Research Requirements Weapon Systems Improved Turret
Health 800
Damage Per Round 12
Round Speed 70
Accuracy 0.80 - 1.00
Rounds Per Burst 12
Range 25.9
Explosion Radius 3
Power Consumption 600
Flammability 0.5
Metal needed 400
Work Needed 2000

Energy Turret
Research Requirements Weapon Systems Energy Weapons
Health 800
Damage Per Round 16
Round Speed 50
Accuracy 0.80 - 1.00
Rounds Per Burst 12
Range 24
Explosion Radius 3
Power Consumption 700
Flammability 0.5
Metal needed 400
Work Needed 2000

Grenade Turret
Research Requirements Improved Turret
Health 400
Damage Per Round 9
Grenade Explosion Radius 2
Miss Radius 1
Explosion Delay 30
Range 18
Explosion Radius 1.2
Power Consumption 300
Flammability 0.5
Metal needed 200
Work Needed 800


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#5
Outdated / [MOD] (Alpha 6) Embrasures v2.0.5
June 09, 2014, 04:49:57 AM
____________________________________________________________________________________________________________________

Embrasures v2.0.5
____________________________________________________________________________________________________________________

Description:
Embrasures is a mod that adds 4 new wall types (one for metal, stone, wood and logs). The walls have openings for colonists to shoot at their enemies, while not allowing any to pass through.
Basically, they look like holes in the walls but they work more like like impassable sand bags (it looks like a hole in each block but the whole block is open to let through bullets).

Research:
- Reinforced metal embrasures. (Adds 220 hp)
- Fire resistant metal embrasures.

Mod Team:

Sunspots
PunisheR007
abcdef

CHANGELOG
v2.0.0 - Added abcdef's wood and log embrasures he added in his alpha 4 update.
          - Added 2 new research items, reinforced metal embrasures
            and fire resistant metal embrasures.

v2.0.1 - Fixed metal embrasures not conducting power.
          - Tweaked settings of embrasures to feel like there blocking more bullets.

v2.0.2 - Fixed Log and Wood embrasures not showing.

v2.0.3 - Updated for alpha 6.

v2.0.4 - Added menu icons for all embrasures.

v2.0.5 - Fixed stone embrasure showing before stonecutting research was done.


Downloads:



http://www.mediafire.com/download/wx9jkfyd9si2tsf/Embrasures_2.0.5.rar



https://www.dropbox.com/s/bh9ibf7e1m65j1k/Embrasures%202.0.5.rar



Screens:
http://pasteboard.co/11ebuipO.png
http://pasteboard.co/11ddrj4h.png
http://pasteboard.co/11dfzGls.png

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


Credits to Sunspots for the original creation of this awesome mod,
also credits to abcdef for the addon of wood and log embrasures.
#6
Outdated / [MOD] (Alpha 7) Knockouts v1.2
June 07, 2014, 03:14:43 AM
KNOCKOUTS v1.2

FEATURES:- Double Colonist & Raider incap chance with Melee.

This mod just gives you double the chance to incap colonists or raiders with melee.
For those people who just want the vanilla experience, with a better chance of growing there colony for free.

DOWNLOADS



http://www.mediafire.com/download/0imdyzy0dyodga3/Knockouts.rar



https://www.dropbox.com/s/qje7w0gznp76805/Knockouts.rar?dl=0

CHANGELOG

v1.0    - Original version

v1.1    - Updated for alpha 6.

v1.2    - Updated for alpha 7.




This work is licensed under http://creativecommons.org/licenses/by/4.0/

[attachment deleted by admin: too old]
#7


Cannons and Turrets v3.81






FEATURES


3 Cannons. (150mm artillery, 88mm howitzer and 20mm flak)
1 Multiple rocket laucher. (katyusha mrl) * fires incendiary rockets *

* The artillery, flak and katyusha can fire over walls, mountains and rocks *

3 Types of blasting charges. (incendiary, emp and stun) * emp affects all electrical devices *

* Plus Kilroy's killer turret pack *
* Credits to Kilroy for the killer turret pack *



RESEARCH


Self Propelled Guns
High Explosives
Ballistics
Rocket Science
IES Blasting Charges
Howitzer Armour Plating * Adds 250 Hp
Artillery Armour Plating * Adds 250 Hp
Flak Armour Plating * Adds 250 Hp
Katyusha Armour Plating * Adds 150 Hp
Reinforced Metal Walls * Adds 170 Hp
Fire Resistant Metal Walls * Metal walls gain fire resistance.




HOWITZER COSTS


Power: 350W
Resources: 500 Metal + 50 Shells




HOWITZER STATS


Range: 150
Min Range: 8
Health: 650
Damage: 45
Explosion Radius: 3.5
Speed: 350
Reload Speed: 8 Secs
Warmup Time: 2 Secs



ACCURACY


Touch: 0.93
Short: 0.95
Medium: 0.98
Long: 1.00




ARTILLERY COSTS


Power: 650W
Resources: 650 Metal + 35 Shells




ARTILLERY STATS


Range: 350
Min Range: 15
Health: 650
Damage: 90
Explosion Radius: 7.0
Speed: 75
Reload Speed: 17 Secs
Warmup Time: 2 Secs



ACCURACY


Touch: 0.28
Short: 0.26
Medium: 0.22
Long: 0.18




FLAK COSTS


Power: 500W
Resources: 650 Metal + 35 Shells




FLAK STATS


Range: 200
Min Range: 8
Health: 650
Damage: 15
Explosion Radius: 2.0
Speed: 90
Reload Speed: 12 Secs
Warmup Time: 2 Secs
Shots per Burst: 4



ACCURACY


Touch: 0.33
Short: 0.32
Medium: 0.26
Long: 0.20




KATYUSHA COSTS


Power: 550W
Resources: 650 Metal + 15 Missiles




KATYUSHA STATS


Range: 350
Min Range: 8
Health: 650
Damage: 25
Explosion Radius: 2.5
Speed: 110
Reload Speed: 24 Secs
Warmup Time: 2 Secs
Shots per Burst: 8



ACCURACY


Touch: 0.27
Short: 0.26
Medium: 0.20
Long: 0.14




DOWNLOADS





http://www.mediafire.com/download/ljr0csiovlh3z4l/Cannons_and_Turrets_3.81.rar



https://www.dropbox.com/s/hus6j2z0e6l3rpo/Cannons%20and%20Turrets%203.81.rar?dl=0

My textures could be a little better, i'll work on them a bit more and re-release,
or i would welcome anyone who has a texture fit for these mighty cannons :).

Would love some feedback so it can be re-balanced if needed, but i think it's ok as is.




This work is licensed under http://creativecommons.org/licenses/by/4.0/

CHANGELOG

v1.0  - Artillery cannon turret.

v1.1  - Fixed cannon turret overiding improvised turret.

v1.2  - Raised projectile speed by 1/3.

v1.3  - New cannon texture.

v1.4  - Fixed the turret textures to look more centred on the structure,
        and will now take 2x2 squares instead of 1x1.
        - Added a few touches to the textures. (muzzle break)
- Raised the projectile speed from 35 to 55.
- Raised explosion radius from 1.5 to 2.5.
        - Reduced reload time by 1 sec

v1.5  - Research now needed to build the artillery cannon
        1. Self propelled guns, leading to high explosives (cost 3500)
        2. High explosives leading to the cannon (cost 2500)
        - 10 Shells are also needed with the 650 metal to build 1 cannon
- Raised the reload time to 5.5 secs
- Raised the projectile speed from 55 to 85

v1.51  - Bit of code cleanup
          - Changed the range and placing display radius from 55 to 56,
          56 is the maximum placing display radius possible atm.
          - Changed the explosion radius of the shells from 2.5 to 3.0.
          and accuracy from 6 to 10.

v1.6  - Tweaked warmup, cooldown and reload times to be more closer to stats.
        - Tripled the firing range and tweaked the minimum range alot more closer to the turret.

v1.7    - Added 2 new sounds *Pre-impact* and *explosion* sounds
          - Changed the projectile texture a bit, so you can see it better.

v2.0  - Mod now called Cannons
        - Changed cannon names to artillery cannon and howitzer cannon
        - Artillery cannon fires over walls/mountains/rocks, and
        the Howitzer cannon is the original cannon and doesn't have the pre-impact sound.
        - Both cannons are from the same research pre-requisites.

v2.1  - Tweaked the stats of both cannons.
        - New howitzer cannon texture.
        - damage now doesn't instantly disintergrate enemys,
        thats how i wanted it initially :).

v2.2  - added new artillery firing sound, howitzer got the artillery sound.
        - tweak the volumes of all sounds.

v2.3    - Added new research, ballistics, howitzer and artillery armour plating.
        - Changed the research tree for artillery and howitzer cannons.
        - changed the work to build of the howitzer from 1000 to 850.
        - Changed the cost of the artillery from 650 metal to 850 and from 10 shells to 20.

v3.0    - Mod renamed to Cannons and Turrets
          - Merged Kilroy's killer turret pack
          - Grenade turret has been removed (for now) will put back if everyone wants it.
          - Reworked research tree of turret pack.
          - All turrets have new armour plating research,
            when each turret becomes available through research.
          - Added reinforced metal walls and fire proof metal walls research.
          - Added colonist fitness training research.

v3.1   - Tweaked the artillery cannon's accuracy.
         - Added colonist endurance, strength training and diet program research.
         - all slaves from slave traders will benefit from the colonist training and diet program.
         - 50% more walk speed for all colonist who benefit from training.
         - Remember only the 3 orig starting colonist and slaves from slave traders,
           will benefit from the 50% more walk speed, training, and the diet program.

v3.2   - Artillery accuracy decreased, explosion radius and damage increased.
         - Howitzer accuracy, explosion radius and damage increased.
         - Colonist training removed and moved to it's own mod. (Enhanced Colonists)
         - Metal costs reduced.
         - Shell costs increased.
         - Started working on a new flak style cannon.

v3.3   - Added new 20mm flak cannon.

v3.4   - Added new Katyusha MRL (Multiple rocket launcher) With firing sound.
         - Removed preimpact sound for flak cannon, to make artillery cannon unique.
         - Added new research item rockets, available after ballistics, which allows for the Kaytusha MRl to be built.

v3.5     - Added new howitzer sound, artillery got the old howitzer sound
           and the flak got the artillery sound.
           Sounds alot better, and more relative to the size of the cannons.
         - Accuracy, damage and firing speed re-balancing.
         - Katyusha now fires incendiary rockets and fires 2 extra shots. (8 missles)

v3.6     - Further Re-balancing of damage, explosion radius, firerate and range.
           - Howitzer damage reduced from 65 to 45,
             and explosion radius reduced from 4.5 to 3.5
           - Artillery damage reduced from 135 to 90
             and explosion radius reduced from 8.0 to 7.0
           - Artillery reload time increased from 12 to 17 secs.
           - Flak Range reduced from 350 to 200
           - Katyusha reload time increased from 12 to 15 secs.

v3.7     - Added EMP and incendiary blasting charges. (Research needed)
           - Further Re-balancing of accuracy on artillery,
           accuracy and firerate on flak and kaytusha,
           and firerate on howitzer
           - Flak firerate increased from 8 to 12 secs.
           - Katyusha firerate increased from 15 to 24 secs.
           - Howitzer firate increased from 6 to 8 secs.

v3.8     - Added Stun blasting charge.
           - All 3 blasting charges are now unlocked with 1 research
             called IES Blasting Charges.
           - Added flak and katyusha armour plating research.
             Flak gains 250 health, giving it 900 total.
             katyusha gains 150 health giving it 400 total.
           - Re-balanced base power consumption on artillery, howitzer and katyusha.
             Artillery base power consumption increased from 500 to 650.
             Howitzer base power consumption decreased from 500 to 350.
             Katyusha base power consumption increased from 500 to 550.
          - Typo fix.

v3.81    - Fixed pawn damage showing up as misc.
#8
Outdated / [MOD] (Alpha 5D) A Fighting Chance v1.2
June 05, 2014, 10:50:42 PM


A FIGHTING CHANCE v1.2






FEATURES


- Start with Glock 18's and the DragunovSVD.
- Double the Colonist/Raider incap chance with Melee.
- Double the starting resources (Metal/Wood/Silver/Survival Meal)
  and stacks have a chance to be 75.
- 2 extra glock 18's for your next 2 colonists.


This mod works in conjuction with Project Armoury v2.11,
so you must have Project Armoury v2.11 for this mod to work.


CHANGELOG:
v1.0 - Start with glock18's and the dragunovsvd.
v1.1 - Added double the colonist/raider incap chance with melee.
v1.2 - Double the Starting resources of (Metal/Wood/Silver/Survival Meal)
          and resource stacks have a chance to be 75.
      -  2 extra glock 19's for your next 2 colonists.




A FIGHTING CHANCE v1.2 (Vanilla Edition)






FEATURES


- Start with the M24 Rifle instead of the Lee-Enfield.
- Double the Colonist/Raider incap chance with Melee.
- Double the starting resources (Metal/Wood/Silver/Survival Meal)
  and stacks have a chance to be 75.
- 2 extra pistols's for your next 2 colonists.


CHANGELOG:
v1.0 - Start with the M24 instead of the Lee-Enfield.
v1.1 - Added double the colonist/raider incap chance with melee.
v1.2 - Double the Starting resources of (Metal/Wood/Silver/Survival Meal)
          and resource stacks have a chance to be 75.
      -  2 extra pistol's for your next 2 colonists.




This work is licensed under http://creativecommons.org/licenses/by/4.0/

[attachment deleted by admin: too old]
#9
Outdated / [MOD] (Alpha 5C) Stackable Meals v1.2
June 05, 2014, 05:07:06 AM
STACKABLE MEALS v1.2

FEATURES:- Makes all meals stackable (5 Per Stack),
and all meals last as long as the survival meals.




This work is licensed under http://creativecommons.org/licenses/by/4.0/



[attachment deleted by admin: too old]
#10
Ideas / Character creation
June 04, 2014, 04:08:06 AM
When creating your first 3 colonists, i normally try and find a miner, an engineer and an entrepreneur.
What i think would be better is to be able to select what your colonist is (eg. miner), then random for the rest of character. That way i can get my game underway as quick as possible, cause sometimes it takes quite a while to find the 3 colonist i want to start with, having the right combo of skills in the right areas, making it a bit monotonous at times i feel. This is from an experienced players perspective, sometimes this is what stops me from playing the game, cause i couldn't be bothered sitting there for 20+ mins trying to find the 3 colonist i want to start with lol.
The game is awesome, but this is the only thing i feel that lets it down.
#11
Bugs / [W|0.2.363] Unable to capture anyone [Solved]
February 26, 2014, 10:52:12 PM
Well this version is over for me, i had my first raider attack, then i went to capture the incapacitated raider and my colonist would just keep picking up and dropping them, over and over. I tried with all 3 colonist and the same thing. Time to wait for alpha 3, cause this bug breaks the game, unable to make my colony bigger than the 3 that landed.

Cheers
#12
General Discussion / Cost of things
January 11, 2014, 06:36:13 PM
Hey guys, im not sure if anyone has noticed, but weapon racks cost more than doors, and in my eyes that is not realistic at all. why make weapon racks 30 metal, when doors are 25, i only just noticed this myself, and i hope the cost of weapon racks does get reduced, cause i could make a weapon rack out of wood i got from harvesting trees lol. I love this game and will never stop playing it
#13
Ideas / Need more priority levels
December 15, 2013, 06:30:29 PM
Basically what i mean is, when you set the priorities to manual you have 4 levels, what would be better and make more sense is the priority levels need to be the same as the number of tasks that can be set. Atm there are 11 different tasks that can be prioritized, firefighting, doctoring, warden, constructing, repairing, growing, mining, plant cutting, hauling, cleaning and researching. so having 11 levels of priorities would be more logical and better.