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Messages - 123nick

#376
can i please be a tester? i know the basics of rimworld, and i play many mods, and unkown world seems like the most awesome mod ive ever seen, or ever will see because this mod is so awesome i doubt any future mod could be better then it. i want in!
#377
isnt today the release date for the 1.1 version? i checked the download, but its still 1.00
#378
try looking at some industrial minecraft mods: industrial craft, buildcraft, mekanism, stuff like that, and then implement that into rimworld. i would do that if i knew how to mod
#379
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 16, 2014, 11:24:20 PM
Quote from: Blackjack1000K on April 16, 2014, 12:55:40 AM
Quote from: 123nick on April 16, 2014, 12:51:27 AM
hey can you add a gun? its the 6P62, a prototype russian weapon. it was a fully automatic handheld 50cal automatic machine gun of awesomeness. you could proably make it really powerfull, but on the wikipedia page (https://en.wikipedia.org/wiki/6P62) it was stated to be "completely uncontrollable when firing" so you could make it really inacurate.
I'm ready to texture it :D


I'm just waiting for Cala13er to confirm this so that i can start making a texture for it. :D
Would be nice if you can get ma side view of the gun.

http://31.media.tumblr.com/4a6e1ec62773359486160796df42d718/tumblr_mhqatt0ddE1r7emyeo1_1280.jpg here is a picture of its side . hope you get the confirmation to texture and create it!
#380
you should use a furniture mod to have more furniture that way we wont have to use our imagination, try mods like wood economy or e-furniture. there was this one mod that adds bar stools and a pool table, good for bars.
#381
Stories / Re: Murderous Visitors
April 16, 2014, 10:41:27 PM
i like the little "bugs" in the current faction system i think these bugs should be renamed as features, because if you ask me its cool that they end up shooting your colonist after battling. and shooting prisoners. its neat if yoou ask me.
#382
sorry if this is obvious, but is this mod going to be updated to alpha 3? also sorry if this is a bit old post for a old mod, its just that i really like this mod.
#383
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 16, 2014, 12:51:27 AM
hey can you add a gun? its the 6P62, a prototype russian weapon. it was a fully automatic handheld 50cal automatic machine gun of awesomeness. you could proably make it really powerfull, but on the wikipedia page (https://en.wikipedia.org/wiki/6P62) it was stated to be "completely uncontrollable when firing" so you could make it really inacurate.
#384
Stories / Re: First night, 5 raiders.
March 22, 2014, 05:38:02 PM
the attack went horribly. only the guy with expertise in shooting (level 15 in shooting) lived. i think one of the incapacitated colonist infront of clarke (level 15 shooting guy, hes also a explorer) ended up as a meat shield, taking most of the bullets. then the incapacitated one died. oh and the other colonist died to. but clarke lived. and even better, he has food for years. pics: http://imgur.com/a/HVNzO?gallery#0

edit: then clarke died after a second raider attack immediatly after. Thanks Mr Random
#385
Stories / First night, 5 raiders.
March 22, 2014, 05:23:22 PM
hello! this is my first story like post ever!  on an forums! as you can tell by the title, im playing on random (with many mods) and on the very first night, there is 5 raiders! 3 of them have laspistols (project armory) one a remington model 870, one with a glock 19, and one with a colt police positive. as im playing the game as im making this thread/topic, ill post again on this topic on how the battle goes and stuff.
#386
Mods / Re: (request) Compatibility mod
March 21, 2014, 06:23:20 PM
Quote from: Cala13er on March 21, 2014, 05:16:14 PM
Yeah unfortunately. It's either my Industrial Rim Mod or wood economy. Otherwise we get overriding. And that messes the references up.

its ok, but ill think ill just remove industrial rim. its a great mod, but untill i added industrial rim, i didnt have any overwrites.
#387
Mods / (request) Compatibility mod
March 21, 2014, 05:05:31 PM
Hello! im new too these forums, but i have a request: i play with many mods, and i notice that, when i play with wood economy and industrial rim, both mods add wood, and i think they may be overwriting eachother. (i dont think the wood economy table saw is popping up in furniture anymore, maybe replaced by the industrial rim wood cutting table?) thanks in advance. this game is awesome.

edit: i found more incompatibilities: animal rugs, cant make animal rugs (option to skin animals is no longer there) and i cant make thoughrock concrete. i think ill just remove industrial rim
#388
Quote from: ShadowDragon8685 on November 10, 2013, 02:24:33 PM
.254b happened next, is what happened. :)

is .254b save compatible with .250?
#389
Ideas / Re: Got an idea for a Storyteller incident?
November 10, 2013, 04:18:10 AM
Muffalo Herd Charge - a entire "group" of muffalo suddenly become enraged and starts to attack your colony.
#390
awesome story, hows progress on the next post?