Menu

Show posts

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.

Show posts Menu

Messages - RoboticManiac

#76
It would be brilliant if the outside worlds began to catch fire  :D

Also, can these events happen in any biome? Watching the lovely forest creatures freeze to death or the ice caps melting would be exceptionally amusing.
#77
HOW COLD IS ZE COLD? CAN ZE HEATERZ PROTECT FROM ZE COLD?
#78
Ideas / Re: Ability to perform surgery on animals
August 30, 2015, 06:46:40 PM
I can see it now. Turning a captured raider into a talking dog.  :-X
#79
General Discussion / Re: Your most evil deed ingame?
August 30, 2015, 04:35:58 AM
I've done the typical prisoner/ organ farm bit- But I have to say the most maniacal thing I've done by far is taking raiders and visitors to the butchering table, and eating them. I did have my reasons at first, as the colony was starving to death and the crops kept failing. But I didn't stop there- things began to spiral out of control once I began to make clothes out of their mangled flesh and wear them. Once I ran out of the need for clothes, I began to make furniture out of them.

Some of the colonists began to protest my actions. They to, were killed and eaten. Their flesh proudly worn by my now psychopathic, cannibalistic or constantly drunk colonists.

Eventually, I ran out of things to build out of human flesh and my colony grew rather slowly considering that only a few select individuals truly appreciated our refined tastes. So I took the next logical step and set up an organ farm, finally killing and eating prisoners who where no longer useful.

Sadly, the utopia was not to last, as even a single death caused major man power shortages. As the raids and mechanoid attacks persisted, our numbers slowly declined. What little ruins are left on the cursed land are most assuredly made of people.  :)
#80
General Discussion / Re: Patients going mental?
August 30, 2015, 04:24:00 AM
What about locking the door so they can't get out during their fits?
#81
Ideas / Re: Ability to perform surgery on animals
August 29, 2015, 10:10:57 PM
Quote from: FreddyFazbear on August 25, 2015, 07:10:09 PM
It would be awesome if we could give limbs to dogs, cats, cows, etc whose limbs got shot off! But i don't want to think about animals having human limbs though... That would be creepy! >.<
Oh God- The mental imagery of a patchwork dog made out of human spare parts is outright terrifying. Or a human with animal limbs. Rimworld has suddenly taken a terrifying turn.  :o
#82
This is one of those ideas where you go 'Why hasn't someone thought of this before?!'

I can see it now- SS13 going planetside.
#83
Releases / Re: [MOD] (Alpha 9) Glitter Tech v0.9
March 28, 2015, 10:39:09 AM
Is it possible to manufacture titanium? I can't figure out how.
#84
I vote for good ol' Napoleon. I would have preferred an era closer to Victorian/Industrial revolution though.
#85
Mods / Re: [request][discusion] Free time
March 17, 2015, 04:44:05 PM
Quote from: Haplo on March 17, 2015, 12:09:11 PM
What you want is what Tynan is working on right now: Fun
Take a look here: https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub
Cool. Been the primary thing I've been wanting myself.
#86
Is anyone else getting random CTDs?
#87
Unfinished / Re: [WIP] Star Wars
December 26, 2014, 01:49:40 AM
Quote from: Berengar on December 26, 2014, 12:40:32 AM
Ok aehm THATS funny :P
Im working on an mod, that nearly exactly that^^
The stormtrooplers are already implermented and uploaded as mod. The textures for the rebels (marine and endor troops) and the jawas are finish to. Over the next day i will start with the Huttas (bandits) And the tuskens (tribes). The most of the factions like rimtroopers and rebels are neutral to the Player.
So.. i can send you the most of the textures when you want. But i Need someone how is good ad Scripting, and brings in some ideas.
So maybe you want to help, and we Combine the hole Thing?

Modlink: https://ludeon.com/forums/index.php?topic=8370.0

Berengar
I won't pretend that I'm good at scripting (Or know how to :) ), but if you need an ideas guy, I'm here. I'm more or less just trying to learn the ropes, but I'll certainly help if I can.
#88
Unfinished / [WIP] Star Wars
December 25, 2014, 11:38:19 PM
Allow me to start off by saying that I have absolutely no idea as to what I'm doing. This is the first 'Mod' I've ever intended to make for a game- The situation is made all the more FUN by me not having the slightest clue as to how the modding system in Rimworld works.

With that said, there isn't much progress to show here and now. I've literally only got a single new weapon added, which can't be found in natural game play just to pretend I'm not randomly pressing buttons.

So now permit me to present a quick vision of the future;

At the moment, there are 4 factions I plan, them being;

The Empire-

  • Relying on masses of soldiers with inaccurate weapons that hit hard (Think of the current tribals).
The Rebels-

  • Depend mainly on more accurate troops than the Empire, with the possibility of some kind movement speed buff. Operate with a normal-few amount of soldiers.
The CIS-

  • Representing the remnants of the old Clone Wars, they've managed to largely go about their business undetected by the Rebel Alliance and Empire. Comparatively speaking, they use billions of robots which do little damage and are wildly inaccurate. If possible, I'd like to have them not use cover. May or may not add some beefier units like the Droideka, to force some focused fire against an exceedingly dangerous enemy.
The Tusken Raiders (Perhaps just raiders)-

  • Representing the more nomadic elements of such an uncivilised planet, they are equipped with what ever they've managed to steal and plunder during their travels- So they may be using the latest and greatest Imperial Wunder Weapon, or some ancient and broken blaster from times gone by.

I'd like for the Empire and the Rebels to start off neutral with the player- And then have an event which requires their attention and has them pick a side between the Empire and Rebels. Obviously, depending on who they favour, the opposing side will become an enemy. During attacks and skirmishes, I hope the player's 'ally' will assist them.

As for the CIS, I imagine them requiring some kind of periodic bribe to keep them at bay. An event should do the job nicely, and if the player were to refuse their demands, an attack begins.

Finally, the Raiders will simply start off (And remain) hostile to the player, attacking whenever they please.

That's it! Yet again, I feel the need to state that you should hold no expectations and that I have never done anything modding related in any game, save for some basic text file skullduggery. Wish me luck!


Out of the light and into the dark side of the force, there's a basic Imperial faction as of now

Due to the fact that there has been progress, there must now also be bugs; namely the fact that Imperial StormTroopers wear parkas when it gets a bit cold.  ;D

*All credit goes to Berangar and Viperlol for doing actually difficult task of texturing the Stormtrooper Armour

(The current texture of the blaster rifle is from Project Armoury, along with the projectiles)

[attachment deleted due to age]
#89
During the 'War' event (Where to factions declare war and your colony becomes a battleground), the friendly forces simply milled around at my base before leaving, as the enemy happily fired mortars overhead. If they were meant to fight on the way out, your allies  just leave without ever firing a shot.

Also, I know (Or atleast think) that this is related to the separate events mod- But the two came bundled together, are made by the same person and I can't find it's thread. :S


Edit: Perhaps unrelated to the mod- But now the two separate siege camps are firing on each other- Turns out they're both enemies with each other- With me- And with my allies- Who are also from separate factions- Who are also at war. The Universe's most complicated battlefield.  :)
#90
Quote from: Saberia on October 07, 2014, 04:02:36 AM
Thanks for telling.

I fixed the wrong bullets for each guns.

http://www.mediafire.com/download/uld85ce11grk0jg/A7_Cannons_and_Turrets_(fixed).rar
Thanks for updating it- But I'm getting a dozen errors related to this mod on start up- In addition to some weird save issues. I'm going to try a new install of rimworld and hope it's an issue on my end though.

Nope, fresh install and I'm still getting them when I only have this mod and Core activated. Any ideas?