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Messages - Avtomatik

#31
Quote from: MarvinKosh on February 22, 2015, 05:28:32 PM
You could try this mod. I made it not long ago for someone who asked. It increases the chance of a raid.

By  how much?
Do you need a new game for it?
#32
Quote from: skullywag on February 20, 2015, 10:32:46 AM
I can definitley put a version which keeps the core turret active up. Its removed as I personally dont like getting a free fixed LMG from steel whem i cant make one for my colonists...its emersion breaking.

General, im not sure its possible in the purest sense but i coukd maybe do a turret that takes 2 guns and fires twice as fast....maybe...

If you could put that version up, that'd be great, as I am using both yours and vanilla turrets mods and it is not so good when I can build double vanilla and not the ordinary one. This way you are giving the player a choice of which one (or both) to use, which is always good.
On the double turret, maybe you can create a bigger (and a bit more expensive and power hungry) turret that fires both weapons at the same time?
#33
Is it possible to leave the vanilla turret in the game?
As of now I cant built a turret without a gun
#34
vegetarian trait?
#35
Can you post a screenshot or two of cyberfaction?
thanks ;)
#36
Mods / Request: shoes! snowshoes!
January 14, 2015, 05:15:00 PM
The title says it all.

Different shoes with different movement modifiers.
Snowshoes that give a boost over (guess :D) snow covered areas, and slow the pawn down on other types of ground (It'll prolly be a pain in the butt to manually change them every time your pawn goes out, i'd be nice if they could do it automatically when they go outdoors or something, but i guess that would be harder to do).
Rubber boots for moving trough swamps, sneakers for indoor movement...
#37
Outdated / Re: [MOD](Alpha 8) Mechanoid Crawler (v1.01)
January 14, 2015, 04:35:40 PM
Idea: 2nd row 4,5,6 texture

Since they are shielded from the front, they could be made close combat specialists that have 100% dmg resistance from the front side (if that can be coded).
Taking them down would require some good positioning and bait tactics
#38
Quote from: elStrages on January 14, 2015, 09:48:23 AM
Quote from: Avtomatik on January 14, 2015, 08:46:55 AM
will the new factions replace standard ones or will they be added on top of 'normal ones', so 8 factions instead of 5 in vanilla?
The three factions are addition content you can choose to active in the mods list if you wish, they are factions made by other moders and are edited by me to make then compatible with cybernetic storms implant system. If you play cybernetic storm and want these actions in your game, then you need to only add my ripped versions and remove the original creators versions.

I understand that part, my question is, if I add those 3 factions and create a new game, will there be 5 standard factions + those 3, or will 3 of them replace 3 standard factions?
I would start a new game and try for myself (its a one minute job), its just right now I don't have access to a computer that can run rimworld (sad but true)
#39
will the new factions replace standard ones or will they be added on top of 'normal ones', so 8 factions instead of 5 in vanilla?
#40
Mechanical defense 2 is now up-to-date for alpha8.
I am voting in favor! :D

+ there is a new version of cybernetic storm with factions!

#41
Outdated / Re: [MOD] (Alpha8) Caveworld flora TEASER
January 13, 2015, 05:48:16 AM
Waiting for a cave troll  :D
#42
Any rough ETA?