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Messages - OmG_PotatoeZ

#31
Mods / Help with fixing this?
June 13, 2016, 02:03:49 PM
Forget the name of the mod, it seemed pretty popular though so I'm hoping someone knows it. (Harvester turret, etc) the harvester does no damage and shoots error signs so I feel as if I installed it wrong or it's being messed up by another mod but I don't know which one due to the fact I have about 100 hundred installed. Other turrets in the same mod do this as well but they still do damage. http://imgur.com/o39vtyy
#32
Mods / Re: Any Non-Lethal weapons?
June 13, 2016, 07:36:41 AM
Quote from: sirgzu on June 08, 2016, 12:05:22 PM
A wooden club is good for dealing with berzerkers
thank you! So much!
#33
Mods / Re: Any Non-Lethal weapons?
June 13, 2016, 07:35:55 AM
Quote from: jackarbiter on June 03, 2016, 08:25:55 PM
Quote from: OmG_PotatoeZ on June 03, 2016, 07:13:49 PM
I used the search feature to try to find some, but the only ones I found are outdated. Anybody know where I can find some? Preferably a stun gun and taser, maybe tear gas, etc?

Combat realism has beanbag rounds for shotguns. There may be some other stun-type ammo but can't remember.

Yeah but I don't really like the limited ammo part of that mod, I actually removed it from my game and created a new world because of the limited ammo
#34
Mods / Any Non-Lethal weapons?
June 03, 2016, 07:13:49 PM
I used the search feature to try to find some, but the only ones I found are outdated. Anybody know where I can find some? Preferably a stun gun and taser, maybe tear gas, etc?
#35
Stories / My First Colony - The Story
March 31, 2015, 04:25:41 AM
This is the story, of my first A8 colony in Sappy's PoV.
Chapter One : The Landing


My name is Sappy, and this is my story..

I woke up to the sound of blaring sirens and the ripping of metal and quickly realized that my 500 year cryptosleep came to a halt due to my ship setting a crash course into God knows where. As I ran to my escape pod, I looked around seeing several others doing exactly the same. The question was though, who would I end up seeing after this. As my escape pod launched, I watched as the ship was ripped apart entirely and then sent into the same planet I was apparently heading to as well. Within a few seconds, although it felt like hours, my pods emergency parachute kicked in, and if it wasn't for that parachute, I would've been splattered across the ground, never to be found. When I finally touched down, I looked around to see that two others also touched down in nearly the exact same spot, just a few meters away! I ran over to them to see if they were okay and as soon as I started running over full sprint to the closest pod, a man stepped out with a knife in hand and was very cautious at first, holding the knife as if ready to dodge and counter an attack. When I finally got him to realize I was from the same ship, he sheathed his knife and introduced himself as "Salt." I knew that wasn't his real name, but I didn't question it. Then right after he emerged from his pod, a older woman, named Benny came out of the other pod with a pistol. She wasn't as cautious as Salt, noticing our uniforms, so she let her guard down quickly. We then decided it was getting late and we needed to build shelter, and so that we did. It wasn't perfect, but it was nice. A cozy 10x10 foot wooden cottage with three double beds and a single light in the middle. When it was complete, it was obvious that we were all starving, you could hear our stomachs for miles! So me and Benny went out to find some food whilst Salt continued upgrading the shelter. After a short walk, we spotted a small, reddish, ratlike creature. I aimed my hunting rifle at it and waited for it to stop moving. As soon as it stopped, I fired! The bullet struck the creature in the thigh it seemed, and it was mad as Hell! The thing charged at me! Extremely fast for a creature that just got shot in the back leg! I couldn't get a good shot so I let it come close and I hit it with the butt of my rifle, then all of a sudden the thing exploded! The explosion left me stunned and unconscious, the pain so excruciating I felt as if I lost both my legs and arms.

Hey guys! Tell me what you think, I will upload chapter 2 later today (it's 4:30 AM for me) if I get some good feedback and criticism (Yes, I want you guys to criticize me, how else will it get better?) it does get a lot more dramatic and yes, Sappy nearly did get killed by a boomrat on the first day. Do note though that this is an Alpha 8 and I did "beat" the game per say so you guys won't be cut short if you enjoy it. :-* ;D
#36
Quote from: Dragoon on March 29, 2015, 05:34:31 AM
I like the ideas ,except animals clothes no point unless it enhances beauty or we can milk the animals otherwise the clothing will get all bloody X_X. Jokes aside I only would have 1 question: When you a buy an animal it will drop down into a drop zone so how will you make sure it does not wander off or something?
Maybe it could drop down in a crate and only be able to come out when you "activate" it. Maybe a lead or lasso to control the animal, I could see this being a pretty good "challenge" for am modder to complete. Maybe add a new wall which would just be a fence so that animals can't get in/out but people can jump the fence slowly or go threw a gate or something.
#37
Plasteel may refer to:

    Plasteel, composite of fiberglass and steel patented by automobile manufacturer Gurgel and first used in 1973
    Plasteel (Dune), a durable tough form of steel mentioned by Frank Herbert in his 1965 science fiction novel Dune and its sequels
    Plasteel (Star Wars), steel-reinforced plastic substance referenced in many works of the Star Wars media franchise which began with the 1977 film of the same name
    Plasteel (Warhammer 40,000), a substance similar to the above.

Wikipedia definitions at least.
#38
If someone does make this into a mod, please add a jihad drone. I would love to see a drone that just flies into a group of enemies and explodes. (Of course with disadvantages, slow, low health, no weapons other than the self destruct) with maybe a 4x4 explosion radius?
#39
Mods / Mod Ideas
March 18, 2015, 11:45:20 PM
Okay, so I was thinking of some good ways to make Rimworld even better and what other way to do it than mods?

For my first idea, I was thinking of a routing mod (I know there was one back in Alpha 7 and Alpha 8 but it was glitchy and I think the maker of it gave up) mainly, give you the ability to make your citizens routes to take (when drafted) for example, when drafted, right click somewhere to make that a point to move to, right click somewhere else to make a second point and then they will move from point A to point B (with the ability to add more than two points of course)

For my second, I was thinking that someone could create a mod in which inactive drafted citizens can get food when they start to get hungry, or you can force them to go get food if they're fighting.

Also, if there is a mod which has these two abilities in it, link me to it if you would and also sorry for making this post if they are both already mods!  ;D

Edit: I just remembered a third mod idea, instead of the job overview being so simplistic (click this to make them cook forever, etc) have it more of a schedule. Example:
Cook: Early Morning
Hauling: Free Time
Hunting: Late Night

In my opinion it would be a great way to keep your colonists organized.
#41
Mods / Re: Request Prisoner Based Mod
January 17, 2015, 11:30:46 AM
Quote from: Nitote on January 16, 2015, 07:43:20 AM
Prison Architect :p

Kind of yeah, but not needing the warden to unlock them. I just don't like having to have them in a big open room just to give them nutrient paste.
#42
Mods / Request Prisoner Based Mod
January 15, 2015, 06:34:05 PM
Has anyone ever though of making a mod for this? Prisoners can go through any door except a prison door? And they can pick up weapons off the ground and use them against your civilization? Or just work them with farming, woodcutting, mining, etc? This way, instead of having the "Shared room effect" with a giant open room, you can have tinier 2x3 cells which they can walk out of as they please into a bigger room or a yard since they get the cabin fever effect. I think it's a good idea, possibly have a prison fence which is just a metal wall with barbed wire on top that doesn't create a room, and they can "hop" over regular walls that are no-roof zones? Also maybe the factions they come from doing raids to break into your base and help them escape.
#43
Ideas / Re: Making children useful, in game
December 28, 2014, 12:19:52 PM
Quote from: thefinn on December 21, 2014, 10:37:29 PM
lol this gonna create those infamous dwarf fortress massacres...

I can always remember a youtuber named Das who was recording and was all like..

"Oh"
"Oh God"
"Oh God no"

...

"Turn away children"
Can you please link this video? I'm interested already XD
#44
Quote from: milon on December 24, 2014, 10:01:35 AM
But the boomrats did kill the raiders, yes?
Killed my best shooters but I guess.
#45
Group of raiders tried to siege my colony. They attempt to waltz into the front door but alas, 2 of my colonists with Shotguns and one with a minigun stand in their way. Incapacitating my minigunner, my shotgunners charge in loading the pirates with buckshot. Suddenly, boomrat goes mad, I retreat my colonists back into my battery room, locking my medical bay, All the pirates are in the battery room, boomrat sprints at them, they all turn towards it, killing it right beside my batteries, causing a chain reaction of about 20 batteries, blowing a hole into the back of my colony. Needless to say, I will never allow a boomrat to live again.