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Messages - Fluff_Thorrent

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1
Stories / Commandos
« on: January 17, 2017, 08:04:54 AM »
As rain hammered down on the makeshift shed, Sellers mustered all her remaining strength to keep watch on the surroundings. Mansnovic had dragged her back from the battle and patched her up as best she could, and Sellers had done the same once she regained consciousness. The wounds were at least covered now, but she felt herself drifting towards blissful dream. No pain there, no acrid smell of blood and ash, only sleep...

"The three objectives are each held by a sizable force of armed hostiles. You will do whatever is necessary to break their morale and send them running. After you have successfully taken out the objectives, activate the beacon and we'll send a shuttle to your location. You have free access to our armoury and quarters, to stock up on whatever you may need and can carry. Dismissed."

Mansnovic stirred, and Sellers snapped back to life at her pained groans. Mans' leg was badly hurt and had developed an infection, but Sellers was too weak to scrounge for medicine among the pirates. This was the last of their targets and they had killed almost all of them before they gave up and ran. But Mansnovic had been punched out by two charged shots, and Sellers had barely held off the knife-psycho coming up on them, getting slashed across her arms and left leg.

Their first target was dispatched without issue. They had left a building abandoned close to their compound, which allowed Mans to creep up close and blast the place apart with her launcher. Sellers had mopped up with her automatic and grabbed a nice sniper rifle from one of the corpses. The second was better entrenched, up against a hill, but they carried mostly close combat weapons and tried to rush them as Sellers picked them off. Mansnovic held on to her launcher like a child on Christmas, scrounging up a load of incendiary cells with glee.

And here they were now. What next? They'd stashed the beacon a few kilometers away, to keep it out of the pirates' hands. Sellers cursed and wished she hadn't been so confident. There was no way of getting back there without ripping her bandages and bleeding out. And Mans wasn't moving anytime soon.

Sleep...

No, no I can't-

Sleep...

She drifted into the void.





(To be continued?)

2
Outdated / Re: [A16] Rainbeau's Fertile Fields
« on: January 12, 2017, 05:46:55 PM »
Good work on diversifying the available mods, I shy away from packs and mega-system-mods so this fits my style. However, could you put up a download link independent from Steam? I'm sticking to the non-Steam version and would appreciate it :)

3
Mods / Re: Geology Mod?
« on: December 30, 2016, 12:03:15 PM »
Sounds good, would allow for more mods based on alternate crafts and techs, like pottery or jewelry. With sand implemented as a general resource I think Glass & Lights (https://ludeon.com/forums/index.php?topic=14870.0) would be happy too. Maybe talk to the CCL team about it :)

4
Mods / Re: [A16] Missing "Make medicine" bill on Drug Lab
« on: December 29, 2016, 05:39:59 PM »
I was just (as in ten seconds ago) told that the newest version actually fixed the medicine thing.
So I guess, download the update and see what happens.
Thank you! Appreciate it ;-) edit: for people looking for the latest Combat Realism thread: https://ludeon.com/forums/index.php?topic=27374.0

5
Mods / Re: [A16] Missing "Make medicine" bill on Drug Lab
« on: December 29, 2016, 02:05:45 PM »
It's a known bug in Combat Realism.
Hm. Any method known for countering it?

6
Mods / [A16] Missing "Make medicine" bill on Drug Lab
« on: December 29, 2016, 10:55:47 AM »
I've unlocked the research for medicine production, I've built the lab, but all I get are the psychoid products (only other unlocked drugs). I tested without mods and it shows up there.
This is my modlist:



I'll be testing it mod-for-mod when I have the time, but any help would be appreciated.

7
VegGarden last release have modded fermenting barrels.

They are using .dll/Assemblies
Thanks for the tip, will check out!

8
Mods / Re: What would make the game easier to mod?
« on: October 15, 2016, 06:42:26 AM »
I had the same reasoning about "fermentation barrels" mechanic.
AFAIK for now, there is no way to define ingredients and products in XML only (like with other production buildings and recipes).
Having this working like other production buildings/recipes could allow us to easily make custom alcohols but also a ton of other things that requires items to "wait" until something happened; if we apply this method to other modded buildings. Like drying food, having to let smokeleaf to dry before consumption, maybe compost, etc


The same goes for butchering and corpses mechanics. It could be nice to have it more customisable via XML.

Yeah this is beyond infuriating. I thought that the new brewing mechanics would make things easier for my mod (Can I Brew It), but it turned out to be another piece of code that I don't have the skill to edit...

9
Is an update for this mod still planned? I'd love to have some more alcoholic variety in my next colony.
Hi! Yes, I'm still working on getting time for the update (as the job mentioned is 10h * 4d /week), but it's planned and coming. I need to make a thorough investigation into how the fermentation barrels work and how they recognize recipes, but after that it should be a matter of copy-paste-adjust for the different drinks. There might be a placeholder graphic for the "Still" workbench, but hopefully not.

10
Hi! Hope this thread is still in use :P

I tried running Extended Storage 1.4 with A14 and found that it works... until you restart the game. Apparently, now the game checks at startup whether there are any stack count breaks (ie >75) and deletes any excess above the defined maximum. A13 did not have this function.

11
Thanks peeps. I should point out that I don't do this with every recruit, but the stars aligned here and I had to save it, a sort of "Kodak moment" if you will :P

12
Mods / Re: (Request) Dwarf Mod
« on: May 19, 2016, 11:58:18 AM »
 :D Solid mountain map, I like it! Should be something like a MapGenerator mod or such, though I don't know how to do that :P
Edit: And hey, if it's not about dwarves, write "solid mountain map" or such ;-)

13
 
!! Be advised that this story is graphically explicit. It has been punctuated by a .GIF image, illustrating the scene as it happened in-game. !!

 
 
 
Thunder and rain rolled across the valley, and started to wash away the blood of the massacred pirates. One survivor remained, and five figures surrounded him.

"Please", Avila said through clenched teeth, hugging his abdomen. "You don't have to do this. Let me go, please!"

"Shut the f*ck up, scum!" roared Mole. He looked Lilith straight in the eyes. "You know what you need to do. Prove your loyalty, or join the rest of your friends in the dirt."

Lilith looked over at Avila, and then around at the gathered colonists. Boots glanced over to her husband and indicated her approval with a sly smile. McGee looked down at the ground. And Short...

"Do it, Lil'."

The rain grew stronger. Lightning struck somewhere to the south, illuminating the carnage. Lilith faced Avila. She had not quite known him, not at all in fact. He belonged to a different crew and she'd seen him once, carrying cargo. But here he was now, naked and afraid. And she had to kill him.

She stepped forward. The pistol she had been given suddenly felt heavy and dull in her hand. She reversed her grip, holding it by the barrel, and knelt beside Avila.

"Please, don't..." A spark of hope suddenly entered his voice. He whispered frantically. "Listen, I-I have a plan. Knock me out, and then I can escape and get more guys back here. We'll rescue you, no problem, we just need more firepower and-"

She struck him hard across the jaw. Once more, breaking his nose. Her third missed and fractured his collarbone. Her body shook from the cold rain and the rising adrenaline. Fourth strike, cheek bruised. Fifth, front teeth and upper lip. He howled in pain, trying to cover his face with his free hand.

"Please, NO! AGHH!"


Lightning struck again. Avila's blood had spattered everywhere, up on Lilith's arm and across his rocket launcher. Mole had picked him off early before he could use it.

Lilith stood up and reeled for a moment, letting her rushing blood settle. Avila blubbered and howled again. She kicked him hard, shattering a rib and knocking the air out of him.

"Finish him off!" she heard Mole yell through the downpour.

Avila tried to crawl away, and she stomped his leg twice, fracturing his knee. She circled around to his head. He cried out in desperation.

"No, no no... PLEASE! DON-"

Her boot connected with his head just above the ear - crunching - and Avila went limp. Staggering back, Lilith breathed heavily while wiping blood and water from her face.

Mole felt Avila's pulse, closed his dead eyes and stood up. "Good. Take his launcher. Short, get their rations before they spoil. McGee, gather up the charge rifle and the ammo. Let's hurry up, I don't want to stay out here longer than necessary."

He looked at Lilith, paused, glanced at Avila's body, and back at her.

"You did good, kid. Let's get home."

Lilith stared at Avila and slowly unclenched her fists. The others were used to the looting and had already started to head back to base. A moment passed. Then she bent down, grabbed the launcher, and followed them. The rain washed away her tears.
 

14
I was a few days not available but finally could look into the Training Facilities problem.
There was a bug with the check if the person even had a weapon or was anti-violent.
Now I've added the check. You still can force the anti-violents to shoot if you want, but they don't shoot for joy anymore :)

Excellent, keep up the good work! :D

15
Mods / Re: Rimworld mod-friendly?
« on: May 10, 2016, 09:27:46 AM »
I agree with the points made about the public/private variables, but would also bring up another issue which still affects me and other modders - the hard-coded need for Beer™. Ever since I started development on my first mod "Can I Brew It?", the mod has been permanently broken because of hard-coded references to the Beer object (meaning that pawns will stroll past rows and piles of vodka, tequila, wine, etc., just to pick up Beer™). I brought this up with Tynan, and he said he was aware of the issue. This was a year ago.

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