Is Ty on vacation or something?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#17
Outdated / Re: [A12] RimBeast(v0.101): The hunt begins.
September 11, 2015, 02:52:35 PM
Artwork is beautiful, must have raptor!!! 😍
#18
Off-Topic / Writing a story
September 05, 2015, 11:46:01 PM
Hey everyone, I'm writing a fantasy story and trying to find some beta readers, just looking for critiques, feedback and general thoughts on it so far, it's not super long so if anyone is interested in what I hope is a good read please comment or PM me it's along the lines of game of thrones for a rough idea!
Thanks everyone!
Thanks everyone!
#19
Outdated / Re: [A12] Project Dog - Community Dog project
September 02, 2015, 04:32:02 PM
Cool mod thanks for sharing hope you add more to it
#20
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
August 23, 2015, 07:28:41 PM
Much appreciated
#21
Releases / Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
August 23, 2015, 07:00:43 PM
download link doesn't seem to be working, Can you post alternate link not thru media-fire? Same with craftable guns?
#22
Outdated / Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
January 24, 2015, 07:03:51 PM
What's your advice on the best way to layer them? don't want raiders using my own trenches against me
#23
Outdated / Re: [MOD] (Alpha 8) Defend That Colony! New Stuff!(v1.1 update: 21/01/15)
January 24, 2015, 04:00:29 PM
Quick question, What are the effects of the moat, trench, and barbwire? do they all just slow down pawns? injure them? (barbwire) or impassable Moat?
Thanks! Like your sprite work too
looking forward to future updates!!
Thanks! Like your sprite work too
looking forward to future updates!!
#24
Outdated / Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
January 22, 2015, 02:17:34 PMQuote from: Igabod on January 22, 2015, 01:49:44 PMAwesome sounds great! textures are spot on as always Shinzy, I really think the RimRam should belong in the vanilla game....just feels right lolQuote from: Herc18 on January 22, 2015, 01:36:23 PM
Your the man igabod! Is this save game compatible?
It should be, but you should make a backup save just in case before you activate this mod because I haven't tested it with a saved game. I never keep saves around since I do a lot of testing and switching my mods list around. If it's not then please let me know. It might take a while for the animals to show up on the map if you use a save game though so be aware of that.
#25
Outdated / Re: [Mod](A8) Biodiversity - Adds 7 new animals. Released Jan. 22, 2015
January 22, 2015, 01:36:23 PM
Your the man igabod! Is this save game compatible?
#26
Ideas / Re: Few Ideas ive been pondering on...
January 19, 2015, 06:10:10 PM
You have a mod that tries that?
#27
Ideas / Few Ideas ive been pondering on...
January 19, 2015, 04:01:29 PM
Hey all I've been playing Rimworld since alpha 2 and I've believed in this game since I first started playing love the direction its going and am a proud supporter
Now onto the ideas!
1. I know a lot of people don't like this idea but I would like to see ammo for guns as a resources that's craftable and buyable. Biggest reason is it would make melee weapons actually useful.... I love being able to make swords but never use them because guns are so much more effective. you should be able to equip 1 ranged weapon and 1 melee weapon so when you run out of ammo then send your pawns in for the brawl.
2. Hunting should have a trap system were you can use say potatoes as bait for snare/pitfalls for larger game ect. this would tie in with the ammo system on the guns so your using less ammo on hunting and just have a hunter go out and reset the traps and collect the dead.
3. Last is animals should be scared of humans running away if one gets close, this would make traps for usable and make hunters not be able to hunt muffalos with short range weapons
That's all folks let me know what you think
Now onto the ideas!
1. I know a lot of people don't like this idea but I would like to see ammo for guns as a resources that's craftable and buyable. Biggest reason is it would make melee weapons actually useful.... I love being able to make swords but never use them because guns are so much more effective. you should be able to equip 1 ranged weapon and 1 melee weapon so when you run out of ammo then send your pawns in for the brawl.
2. Hunting should have a trap system were you can use say potatoes as bait for snare/pitfalls for larger game ect. this would tie in with the ammo system on the guns so your using less ammo on hunting and just have a hunter go out and reset the traps and collect the dead.
3. Last is animals should be scared of humans running away if one gets close, this would make traps for usable and make hunters not be able to hunt muffalos with short range weapons
That's all folks let me know what you think
#28
Outdated / Re: [MOD] (Alpha 7) AstroTec Labs: Off-world Mining [UPDATED v1.2 - Oct 20]
October 24, 2014, 11:57:05 AM
Glad there's a way to get plasteel now thanks for update!
#29
Releases / Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
October 21, 2014, 02:30:44 PM
Yep that's definetley it! Gah howed I miss that!! > thanks!
#30
Releases / Re: [MOD] (Alpha 7) Miscellaneous w MAI (V 1.7.3 / 20.10.2014)
October 21, 2014, 03:44:41 AM
How do you build the command center? Can't seem to find it any where but the Mia is in there