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Messages - iceball3

#1
Ideas / Re: Mechinoid Cluster Sheilds
March 24, 2020, 04:50:27 AM
See, what I don't get is that we already know that shields aren't really supposed to only work one way; shield belts won't let gunfire leave them. Why aren't the mortar and bullet shields like this too?
That's the inconsistency that really bothered me. That you can't make use of the tech really is a bother as well, even though mechanoids just land it in your backyard like it's nothing.
#2
Releases / Re: [1.1] Search and Destroy
March 12, 2020, 07:11:32 PM
Thanks for this mod! I haven't made very much use of it yet, but even having the option available is really nice.
#3
Quote from: BladeOfSharpness on July 17, 2019, 02:25:59 AM
Great! Now I wonder if it was possible for me to knew that just by inspecting the Centipede. There is no rating against explosion or I missed it?

Totally unrelated, but I have at last my first load of devilstrands available. And then... the disappointment. I'm playing a western themed game, and I thought that I would create dusters with devilstrand and that they would provide a decent protection. But no, they are just a bit above rhinoceros leather.

Bottom line, anything I can do with devilstrand, if I'm industrial level tech? I play with mods :)
They should work a bit better in flak vests or composite vests, as the base protection value for those are better.
#4
Releases / Re: [1.0] Lockable Doors EX
July 16, 2019, 07:40:52 AM
Quote from: lperkins2 on January 15, 2019, 08:05:54 PM
Anyway, since the license on the mod is permissive, I'm making the patched, compiled version available for download here:  https://lp-programming.com/LockableDoors.zip
Looks like the link is dead! Could you reupload this elsewhere, please?
Also, do you know if the locks mod is particularly incompatible with this one? I'm sort of fixing on using both at once so I can make use of the lock's mod's selective passage for certain colonists, but you can't beat the reliability of the old lockable doors.
#5
Quote from: rambo on November 02, 2018, 03:21:16 PM
Colonists of higher skill should reload way faster (like this https://www.youtube.com/watch?v=2Q-QVBQVYTA) than poorly skilled colonists(a guy who has barely heard of a gun can reload at half the speed of a world class professional) but still, it's crazy that you reload a pistol in seven seconds its way too slow.
I'm 99% sure this is already in the mod to begin with. Did you read the colonist stat readouts? Reload speed is affected by shooting skill.
#6
Releases / Re: [1.0] Search and Destroy
October 30, 2018, 02:23:52 PM
I don't suppose there's a B18 version in existence anywhere? I can totally understand if it doesn't exist of course, just been having too much of a blast with CE to leave it behind by updating :P
#7
Releases / Re: [B19] Less Arbitrary Surgery (2018-9-1)
October 15, 2018, 11:44:44 PM
Is the download for the B18 version gone, then?
#8
Quote from: NoImageAvailable on October 02, 2018, 09:20:47 AM
Short update on the status of this mod:

A couple weeks ago I contracted a wrist injury that's been severely limiting the time I can spend at a keyboard. What time I did have mostly went into a new project I've been working on for a while now. For those reasons work on a B19 version of CE has been limited to outside contributions and a release is still a good ways off.

Going forward, my wrist still needs at least another week to fully recover and once it does I will need to work through a large backlog of pent up work on my new project before I can even begin investing time into a CE update. With Rimworld 1.0 around the corner now I have therefore decided to skip B19 entirely and go straight into a 1.0 release.
Is there any routine changes to bring it up to date that a third party could contribute, or would you like to go at the new version on your lonesome, as normal?
I haven't dipped into rimworld modding as of yet, but I figure this might be good enough reason to learn, for sure.