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Topics - GamerGuy

#1
 So I got my sculptuers table blown up and my unfinished piece of art fell on the ground, I hauled it to a stockpile to wait until I can make a new sculptors table and now I can't put it back on. Help?
#2
Bugs / Thrumbo() horn destroyed but still got it
August 25, 2015, 01:17:49 PM
Alpha 12 no mods.

I got the event where the thrumbo, or how ever you spell it, came in so I got 3 people to shoot it because of that majestically horn after MANY shots it finally died. On the health it said its horn was destroyed but I still got one. bug? maybe...
#3
Mods / [Mod idea] Hardcore mode
April 28, 2015, 04:54:57 PM
I'm making a mod which will  challenge every aspect of rimworld and I want to ask if any of you would be interested in this mod and it would be nice If I could have some help (Giving ideas would help). :)


Features [Ideas not defiantly in it]
*Crops only gives 1 produce
*Growing crops take 2x as long
*Blood loss and disease stages are quicker
*All buildings take 1/3 longer
*Mental break thresholds are shorter
*weapons/apparel which disintegrate 3x faster
*When a colonist breaks they go always go berserk 
*solar and geothermal generaters produce 1/3 less
*Fires are deadly because they spread 3x faster


More will be added and some might get removed but I want you to remember this is for people who want a REAL challenge, this idea is more natural death, starvation, blood loss ect.
If anyone wants to help code PM me.

This is a idea not fully complete.
#4
Bugs / [0.10.785] Butcher table not deconstructing
April 26, 2015, 09:15:03 AM
I was playing on my new colony when I accidentally placed a steel butcher table.

I sent someone to deconstruct it but they were taking ages to deconstruct(1 rimworld day) I gave up and made him shoot it(Which worked)

To recreate this bug
*Build a metal butcher table
*Get a colonist to deconstruct it

I only use 3 mods, Edb prepere carefully, Edb interface and Mad skills
#5
Rules, Its simple.

*No posting in a row

Thats it I will start�

1
#6
New Event/Raid

Have you recently captured a member of a faction after a raid/siege?

Well be careful because the faction could decide if there important enought there going to bust them out!

Features

*A importance number in the prisoner menu, if they have a really high importance you might want to think about realesing them, because a high importance means a high chance of a big break out.

*This adds a event where a faction, you have taken prisoner from, lands in your base.

*There priority is to find where you are keeping there member and break the doors and cover them while they run outside the map.

*If they get the prisoner out they will have a personal shield given to them by one of the rescuers to stop any stray shots from destroying there brain.

*If a raider kills/knocks out a colonist that raider will have the key to the doors and can get them out quicker.

*I was thinking that the raider whos knocking down the doors should have a 1 breaching charge and it explodes in a 1x1 area and does 500 damage to destroy the door/wall.

*They will attack turrets and/or colonists if they are attacking them. If the member they are busting out gets out they will just run. Edit: They will run while shooting If something is stopping them.(Turret/colonist)

*If they bust the member out and are running all turrets will avoid shooting the escapee until last.

*When they land they release a EMP bomb that disrupts all electronics (so defenses like turrets) for 25 seconds. (Can be reduced/buffed)

*If you capture any of the people who were getting the important person out they will have no importance, so won't be broken out.

*There will be 6-8 highly trained gunmen (Avarage skill 10-15)

*If they fail to capture the important one, no more raids on that person will be carryed out.

*If they enter your prison anyone else that you captured in their faction they will release.

*In your normal raid/siege there will be a low chance that anyone will be important. (In each normal raid/siege only 1-2 of them might be important)

*If you capture the faction leader then theres a 100% chance a raid of 15 Fully armored and armed soldiers that attack with a 30 second EMP.

*These raids ONLY happen at night

Other escape methods.

*If a prisoner has a higher wardening(social) then the warden they can convince the warden into letting them go and if its 5+ more then the warden they can convince the warden to come with them.
-Darn's suggestion

*If a colonist is in a room with 3+ prisoners there will be X% chance that they will attack get the keys and weapon then realese all the other prisoners and start a riot, killing, burning, destroying anyone or thing in the way.
-McKee's Suggestion

Thank you for listening, if you have any other ideas for this please say in the comments below :) .


#7
Help / How do you code in...
March 14, 2015, 04:33:43 AM
I wanted to know how would someone make a mod and a bit of it is. You know how bloodloss and hypothermia come up in big text on the health tab and slowly goes up how do you code that for a new one called decay