perfect for non stop fallout in alpha 14
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#47
Unfinished / Re: [WIP][A13] BlackGold: There's oil in them thar hills
June 18, 2016, 09:31:36 AM
try making a new recipe in recipe defs....im not sure thought.i think you can specify where and how you make them and with what skill.this might no be what you're looking for but,well,i tried.
lol
lol
#48
Outdated / Re: [A13] Ocean Biome mod
June 10, 2016, 04:11:14 PMQuote from: Plymouth on June 10, 2016, 01:39:03 PMthis happened to me.you see,each item (i think) has a weight.aka i think most things would not spawn on water,i i believe that all those things that spawned werent done properly and disapeared, cauing the crash.but anyway,i might be wrong.
mate, something strange happens when I play with your biome + crashlanding mod.
somewhere mid-way during the fall of debris rimworld goes all trippy with blue and purple screen and trail effects. Any Idea?
Nevermind, read through the topic, got the solution.
#49
Mods / Re: Storytellers....
June 01, 2016, 06:11:21 AM
easy,
use my mod as a template.change some numbers around and make your self a texture for it.
my mod was supposed to simulate an extremely angry storyteller.it was made for alpha 12 but it should work
check attachment down below.
[attachment deleted by admin - too old]
use my mod as a template.change some numbers around and make your self a texture for it.
my mod was supposed to simulate an extremely angry storyteller.it was made for alpha 12 but it should work
check attachment down below.
[attachment deleted by admin - too old]
#50
Releases / Re: [A13] Talons Faction
May 30, 2016, 06:25:16 AM
you should make an alien faction,or maybe a mech faction which has mech armor and giant lasers which destroy worlds.<-my suggestions
#51
Outdated / Re: [A13] Starting with children mod
May 29, 2016, 02:40:16 PM
i really dont know how to fix your problem.try to see which other mods affect the same aspect of the game as mine does.
#55
Outdated / Re: Sprites
May 21, 2016, 08:54:42 AM
i've now seen the most beautiful thing in my life,i can die now.
#56
Outdated / Re: [A13] Super Powers! (20/5/16)
May 21, 2016, 08:53:32 AMQuote from: silverskin on May 21, 2016, 07:44:52 AMhaha,great idea but i think that is hardcoded.i managed to make the super speed a trait...should make it easier to get it.i might try the dementia thingQuote from: joaonunes on May 20, 2016, 04:37:52 PM
That is actually a great idea maybe you could make it that a person who takes too much radiation might also get superpowers, but with 99.99% chance to get you killed instead xD
During toxic fallout, if a colonist gets toxic poisoning over a certain level then they have a chance of getting permanent dementia. What if there was also a chance of getting a permanent superpower, too! And then immediately getting dementia right after. So when he gets confused and wanders off, he'll do so at super speed and set half your colony on fire.
//edit
i played around with it for a while,might get it working tomorow
#58
Outdated / Re: [A13] Super Powers! (20/5/16)
May 20, 2016, 06:10:19 PMQuote from: Blanky on May 20, 2016, 04:42:16 PMwhat i prefer,is a simple way of gaining a superpower just through lightening,without any special required features.this would make it simpler.super speed wild squirrels for the win !Quote from: Jakub k. on May 20, 2016, 03:56:25 PMQuote from: Blanky on May 20, 2016, 03:31:23 PMwhat i wanted to do is allow the superpowers to be given via being stuck by lightening.unless i get help i can't implement that.i could experiment with the traits
Why not just turn it into a hidden trait that can be added trough a machine while making it hard to find on other pawns?
So in other words, you wanted to give colonists super speed the same way that Barry Allen got his? That would require having to figure out what chemicals in the forensic's lab were around him when that fateful day (In the comics, the lightning bolt hit the chemicals which spilled all over him) occurred in order to implement such a feature. I would suggest getting help from the guy who made this mod: https://ludeon.com/forums/index.php?topic=19983.0
Speaking of surgical-related superpowers/items, try making a web-shooter that goes to the wrist. The webbings can non-lethally slow and/or incapacitate a foe for easy capturing. I might have a few more ideas for you.
#59
Outdated / Re: [A13] Super Powers! (20/5/16)
May 20, 2016, 03:56:25 PMQuote from: Blanky on May 20, 2016, 03:31:23 PMwhat i wanted to do is allow the superpowers to be given via being stuck by lightening.unless i get help i can't implement that.i could experiment with the traits
Why not just turn it into a hidden trait that can be added trough a machine while making it hard to find on other pawns?
#60
Outdated / [A13] Super Powers! (20/5/16)
May 20, 2016, 02:57:58 PM
The Superpower mod
This mod will be updated with suggested superpowers every once and then.
Current superpowers
Superspeed
Adds a super speed trait that has a small chance to be assigned to a colonist.isn't too fast due to speed limits of the game.can probably outrun a mortar shell,i'll test that
donwload link
http://www.mediafire.com/download/g1c7ccqgzom61o3/Superhuman_traits.rar
This mod will be updated with suggested superpowers every once and then.
Current superpowers
Superspeed
Adds a super speed trait that has a small chance to be assigned to a colonist.isn't too fast due to speed limits of the game.can probably outrun a mortar shell,i'll test that
donwload link
http://www.mediafire.com/download/g1c7ccqgzom61o3/Superhuman_traits.rar