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Messages - Psyckosama

#31
Outdated / Re: [MOD] (Alpha 7) Synthmeat
October 11, 2014, 08:00:39 PM
will reupload tonight.
#32
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
October 11, 2014, 07:57:10 PM
Quote from: SpazMan777 on October 11, 2014, 08:58:00 AM
I hope the author does not mind, however I've attached the copy of this mod that I had previously downloaded to this post.

In case this new uploaded version still doesn't work, here is a direct link to the file in my Dropbox: https://dl.dropboxusercontent.com/u/57561275/MachineGunNests.zip.

Don't mind at all. Thanks for covering it. I'll get a new upload up tonight.

Quote from: Jaxxa on October 06, 2014, 11:46:13 PM
Are you talking about turrets that need to use ammunition each time they fire?

Yes. Though I'm open to suggestions on weapons systems. Right now I'm thinking an Arty and a direct fire weapon for each ammo type.

Also adding something in that makes it so the only way you can get mechanoid weapons for turrets is off dead mechanoids. Though on the bright side, it will also remove the individual research requirements and instead make it so there's just one that's basically "Mechanoid Remounting".

I'm probably going to have it ready early next week.

QuoteIf so have you had a look at the turret ammo system in my Enhanced Defense mod?

Halpo was kind enough to make some DLLs for me.
#33
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
October 06, 2014, 03:54:09 PM
Working on another expansion mod... which isn't exactly the same as this, but adds...

A heavy cannon that fires shells. And a heavy missile turret that fires rockets.
#34
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
October 01, 2014, 08:48:13 PM
may have uploaded wrong version. I suggest you redownload and use this one.
#35
Outdated / Re: [MOD] (Alpha 7) Synthmeat
October 01, 2014, 08:46:43 PM
DOAH! uploaded the wrong version! Sorry! Corrected!
#36
Mods / Re: Adding plants to grow zones
October 01, 2014, 08:26:42 PM
Quote from: Telkir on October 01, 2014, 03:21:23 PM
The XML you need should be this one:

<YourRimworldFolder>/Mods/Core/Defs/ThingDefs/Plants_Cultivated.xml

The elements for each plant that you're looking for are:

<sowableGround>true</sowableGround>
<sowableHydroponic>true</sowableHydroponic>


Thanks. :)
#37
Outdated / Re: [MOD] (Alpha 7) Atomic Power
October 01, 2014, 08:22:17 PM
Alpha 7
#38
Last Stop
#39
Quote from: Robovski on October 01, 2014, 04:04:14 PM
Just started in the new biome. Glad to hear the UI for materials has been addressed already for the next build.

What have I found out:

Cobras are fair eatin', as are boars and turtles and the skins are automatically harvested. I was turtleshell helmets Tynan!
Wood walls no longer transmit power
A raider with a knife will run at 3 armed men with guns (even if they are awful shots). But then the raider was a navy scientist who is incapable of intellectual...

turtleshell helmets... GREAT for tribals! :D
#40
Mods / Adding plants to grow zones
October 01, 2014, 03:08:43 PM
How do you do add new plants to the grow zone lists?

Can't find the defs needed.Not sure what they are.
#41
Outdated / Re: [MOD] (Alpha 7) Synthmeat
October 01, 2014, 03:06:32 PM
Alpha 7! Please read the notes in the OP and give C&C!
#42
Outdated / Re: [Mod] (Alpha 7) Machine Gun Nests
October 01, 2014, 03:06:00 PM
Alpha 7! Please read the notes in the OP and give C&C.
#43
Outdated / Re: [Mod] (Alpha 6) Machine Gun Nests
September 24, 2014, 01:04:25 AM
Quote from: Haplo on September 24, 2014, 12:59:20 AM
I've added an intentional reload time to my turret base, because I think that the original colonist usage fire rate is a bit too fast for a turret.. When you compare it to the vanilla turret.. But that's just my thought about it :)

True, but I've always thought the reload of the vanilla turret was a bit to sluggish. Besides, these turrets are manned which means that there is actually a human being behind it. IF anything it should be a little faster to make up for the fact that it A) explodes and b) is fixed in place.
#44
Ideas / Studying skills
September 24, 2014, 12:56:50 AM
Right now, Research is pretty much useless late game. As are the tables. One idea I had would be to make it so you can STUDY different skills.

Basically you can assign a topic of research that will give someone XP in another skill. For example, assign someone to research cooking. Which would basically be "Sit your ass down and read cookbooks until you know better". The better they are at researching (better at reading ad retaining) the faster they'd complete the studying and the faster they'd learn.
#45
Mods / Mod idea: Study Skill
September 24, 2014, 12:54:33 AM
Not sure how it would be possible to mod this, but an idea I just had would be have studying be possible as a research task. A way to keep research skills relevant once you've researched everything.

Basically you can assign a topic of research that will give someone XP in another skill. For example, assign someone to research cooking. Which would basically be "Sit your ass down and read cookbooks until you know better". The better they are at researching (better at reading ad retaining) the faster they'd complete the studying and the faster they'd learn.