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Messages - Zeta Omega

#151
*Suggestion* An AA turret? to shoot down drop pods possibly?
#152
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 10, 2014, 05:31:12 PM
Quote from: smitj045 on September 09, 2014, 10:35:53 PM
Quote from: Zeta Omega on September 09, 2014, 04:59:12 PM
The projector...The longest ranged weapon with the best incap chance without tearing limbs off...I LOVE THAT THING!

I dunno, it burns off plenty of limbs for me. I prefer the rifle.
The rifles are good to, I use the projector to take care of them from afar
#153
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 09, 2014, 08:04:01 PM
Quote from: skullywag on September 09, 2014, 07:55:11 PM
Ok i have the mod loading and can spawn a centipede but it errors like mad, ive uploaded it over on the help thread, if anyone want to continue what ive done, its a problem in the DLL now something in the tick handler is very wrong and im not sure I can fix that bit.
Hmm make sure centipedes are friendly to, We will also need to work out a way to heal and fix them....
#154
Quote from: marvinkosh on September 09, 2014, 04:30:29 PM
Sure, I can do more colours, if you throw me some suggestions or colour codes. :)
Hmm have you thought of doing a furniture mod for rimworld? just some textures and new items
#155
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 09, 2014, 04:59:12 PM
The projector...The longest ranged weapon with the best incap chance without tearing limbs off...I LOVE THAT THING!
#156
Outdated / Re: [MOD] (Alpha 5) YC Turret Line v 1.0
September 09, 2014, 04:51:57 PM
Er....someone translate please? English
#157
Outdated / Re: [MOD] (Alpha 4F) Mechatronics (v0.1.4)
September 09, 2014, 04:51:23 PM
Quote from: skullywag on September 09, 2014, 12:56:17 PM
I have had a look and it seems its just some def and dll tweaks. Nothing major, i got this :)

Almost got it to a point where it runs, just need to fix a couple of things I dont have the historical knowledge of Rimworld modding to fix, so ive logged a post in help, if anyone can solve these I reckon ive got this:

http://ludeon.com/forums/index.php?topic=6052.0
I also have made one, found a guy who says hes a texture artist we are thinking of expanding the mod with new robots your colonists could make
#158
Quote from: LordJulian on September 09, 2014, 01:12:27 AM
If you're thinking of making new mechs like walkers(in the example of mechwarrior) and balancing them in the game then perhaps I might be able to join in the fray.

I'm a texture artist, what can you do for this idea?
I suppose if we could get a modder to update the mechatronics mod first we could then implement new mechanoids colonists could make, Through research of course...
#159
Quote from: thefinn on September 08, 2014, 05:07:06 PM
I miss wind turbines ;(
Can someone make something else like this, I saw a nuclear power mod
#160
Releases / Re: [MOD] (Alpha 6) Glitter Tech v0.4
September 08, 2014, 08:25:43 PM
Ok so uh...funny thing I HAVNT mentioned......All commandos that spawn for me are unarmed XD so yeah.....They are easy for me lol
#161
If you are readying this you are either curious or are willing to help me...
I WISH TO UPDATE THE MECHATRONICS MOD, in the post for it the mod owner gives their permission to dissect and use it anyway we wish...That's where you come in, Update and fix any bugs creating a new mechatronic thread, Think about it. Your own army of centipedes....
#162
Quote from: Eonoc on September 08, 2014, 06:18:53 PM
Quote from: Drahkon on August 31, 2014, 07:20:43 PM
Maybe Recover an AI core and rebuild it into a 'drone control center' which a researcher can use as a station to attempt to convert downed mechanoids into defense drones.

I feel this is a really good idea, seeing as the technology to coerce an AI into being a ships computer is there. Also mechanoids controlled by players would be very powerful, and the relative rarity of AI cores would mitigate this fact. Also it can force the player to make a perhaps difficult choice, escape on the ship or stay and have a ROBOTIC ARMY (in retrospect not so difficult a choice)
99.99999% of army 0.00001% of leaving
#163
Mountain base = Mole people I love doing it so much, Many geothermals.
#164
Quote from: skullywag on September 08, 2014, 06:47:38 PM
Hi all,

This will be a simple mod that contains a small amount of extra weapons that I feel fit the game.

Currently only contains a small StunGun which is pretty naff at range but up close can be used to incapacitate a victim (or squirrels...soooo many squirrels).

Also contains a new injury type of "Spasm" which can turn into nerve damage if left untreated.

Sold in combat supplier traders for around 150 silver.

The plan is to to add some more non lethals like Beanbag shotties, flash grenades, tear gas etc, plus some other more simple weapons like revolvers (pistol with more damage, slower to shoot) and Grenade launcher (fires grenades further).

Feedback would be appreciated on the StunGuns stats though, ive tried to balance it in that it will Incap if it hits but does Spasm damage and also is pretty rubbish unless you are close, but open to suggestions.

Enjoy
FINALLY SOMEONE AWNSERS MY PRAYERS
#165
Outdated / Re: [MOD] (Alpha 6) More Turrets
September 07, 2014, 09:04:29 PM
Non lethal turret?