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#21
Off-Topic / PDA - Penile Detection Algorithm
February 16, 2016, 07:48:12 AM
http://pda-pro.net/

"What is PDA?

PDA stands for Penile Detection Algorithm – the world's first automated penis detection software.
You can automatically process any image with PDA to detect, to a high degree of certainty, a penis or multiple penii found within the image."


This is all legit.
I don't know what to think of this.
#22
♫ Do you wanna fight a snowman? ♫



Elite variant: P. Snowman or Lemons


Further ideas:
They come equipped with either a white shiv labelled "Icicle"
Or an orange one labelled "Carrot Nose"

They don't yield meat when butchered.

Make it happen, mod people.
Make it happen
#23
I mean, at least it kinda gives away the knowledge that there's an angry mechanoid in there. Spoiling the "surprise greetings" that you would otherwise recieve. Not really a bug but I think it's something that should be noted.

http://imgur.com/V3Y6xxH
#24
Help / Can texture sizes be modified?
December 25, 2015, 11:01:01 AM
So far, I've been basing my animal sizes relative to pawn body textures. But looking at the wiki, I found this.


And tried confirming it with what's ingame...


I took a look at some files but having no idea what lines A and B mean or do, I can't really confirm it myself.
#25
https://vimeo.com/128373915

Description:

"For the interactive version, ticket payments, and more: fallen.io
An animated data-driven documentary about war and peace, The Fallen of World War II looks at the human cost of the second World War and sizes up the numbers to other wars in history, including trends in recent conflicts.
Written, directed, coded, narrated by twitter.com/neilhalloran
Sound and music by twitter.com/Dolhaz"

Jesus christ, that red bar. Reading it on wikipedia was one thing, but this is completely different.
#26
Mods / Alpha Animals (aka Vanilla Friendly Animals)
December 15, 2015, 11:00:58 AM

Hello, I draw stuff. Skullywag mostly codes them into a mod. And Milon helped out on the initial batch along with the sound effects before he became busy with RL stuff.

What I want to do here is to give a bit more life to the sci-fi side of Rimworld by adding mutant, hybrid, special variants, or just plain alien-like fauna into the game. Along with the intent of having each animal bring something unique to the table like the boomrats and boomalopes. Whether it be walking tanks, living resource farm, indestructible plant monsters, night time stalkers, or plain speedy giant spiders.

Some of these are still a WIP ok and may be subject to changes in the future.

Batch 1

Arctic Lion for Ice sheets and Tundras

These large descendants of the now extinct lion were specifically engineered as ambush units by the navy for extreme low temp environments. Its fur is prized throughout the black market for its unique light reflecting ability and its tough leather provides surprisingly high thermal insulation.
Even though its danger and capabilities are common knowledge; many still attempt to bag its head. Those who try usually end up losing theirs.




Frostmite for Ice sheets and Tundras

A large parasite usually found in cold places. They sweep the cold barren lands in search of corpses buried in the snow. Eating the preserved flesh and leaving a ravaged skeleton in its place; devoid of their former identity.



Feralisk for Boreal Forests

Someone once thought that creating supersized spiders for silk production was a good idea. Their home planet is now reduced to a Marble World; a world wiped clean by atomic fire.



Groundrunner
for Temperate Forests

A hybrid between a bear and mole, Groundrunners originally came from Cave Worlds. They were used as walking heavy tools by the locals when they hit parts that plasteel can't break, and for hauling large boulders that their owners can't lift.
Due to their domesticated origins, they are surprisingly docile and easy to tame. Their incredible strength and sharp claws allows them to break rocks with relative ease. But out here in the Rim, those claws are usually reserved for ripping power armors apart along with their wearers.




Mammoth Worm
for Arid Biomes

An extremely large, genetically-engineered worm. Despite its incredibly intimidating size and arsenal, these huge creatures are rather quite peaceful. It was once part of the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions. It carried and moved things that its little cousins cannot.
While generally peaceful, if provoked, it becomes a terrifying force that can rival those of mechanoid Centipedes.




Raptor Shrimp for Tropical Rainforests

A large genetically modified creature, its origins unknown. They are known to make homes in tropical regions. Instilling fear among the local inhabitants as those who pass through its territory are often reported to go missing; their bodies never found.
The few that survived an encounter with these monsters report bullets being shrugged off, limbs of their companions being torn apart, and the statement "The grass has eyes."




Needlepost for Desert Biomes

A cactus genetically modified to give it sentience. The first iteration of this creature was supposed to be a stationary tactical deterrent (the Whip Cactus).  But having no intelligence or mobility crippled its effectiveness. With a little genetic engineering, it was given a mobile body, an infantile intelligence, and toxic barbs for good measure. The result backfired as commands proved ineffective. The facility was promptly overrun by the experiments; and a horde of angry cactuses escaped into the wilderness.



Barbslinger for Desert Biomes

A large genetically-modified scorpion. Unrelated to the insectoid species, no one really knows where they came from. But judging by its capability to rip apart living things within reach and shish kebab those outside of it; it's no stranger to combat.

Batch 2

Bouldermit for All biomes

A large genetically-engineered crab which uses a boulder for a shell. It is alternatively known as the Atlas Crab throughout various colonized planets. These massive creatures sport incredible strength and are commonly seen carrying giant boulders that would normally crush living things and machinery alike. Legends tell of one such creature that has grown so large and so powerful that it had entire mountains for a home.
Despite first impressions, it is quite peaceful. Preferring to ignore any form of assault it may receive. Its predators are more likely to die of old age than to take down such an armored creature.




Devilsheep sold by Traders
Male

Female

A genetically engineered sheep capable of producing extremely strong and valuable red wool. Some see a simple livestock; others, a demonic entity of corruption. Don't listen to its whispers.


Gallatross (Legendary) for All biomes

Throughout every world,
Flow the tale of old,
A creature with untold might
And an immeasurable height.
Strength that machines can't copy
Power that so-called gods call heresy.
Beware, beware would-be foes
Beware, the wrath of the Gallatross.



Cactipine for Arid Biomes and Desert Biomes

In an effort to make deserts more viable for colonization, scientists introduced a variety of genetically modified creatures that are made to survive the melting heat and provide food to those who wished to live in such harsh conditions. One such creature is the Cactipine. Despite its name, it is actually a giant rat infused with the DNA of a cactus. It resulted in the specimen gaining sharp medicinal quills, hardened green skin, and a funny tasting "meat" that confused vegetarians and carnivores alike.


Tetraslug (Legendary) for All biomes

These massive slugs are a common sight among Glitterworld controlled territories; Lumbering about as glorified power plants. Outside of it, they are deployed as a mobile power source for Glitterworld research expeditions.
It is rare to see one without the iconic power cores that protrude from their backs. As their unique bodily chemical composition are capable of outputting power that far surpasses any known natural sources. Thus they are widely valued by every technologically developing civilization throughout the galaxy.
While a gentle giant that would prefer to run away instead of fight, modified slugs come armored with plasteel shells, quad cores that can act as Tesla cannons, and a Tactical AI inserted within the brain that takes over and makes no hesitation to use all of its armament to obliterate any perceived threat within vicinity.



Megalouse for Boreal Forests and Temperate Forests

A large genetically engineered pillbug. These creatures once served as the frontline skirmishers of an insectoid hive; A collection of genetically modified insects made as a weapon against Mechanoid invasions. Their job consisted of reducing lone Mechanoid infantry to swiss cheese; And they were good at it. Even the mighty Centipede was no match against the swarm of spikes.
Nowadays, they can be found roaming in packs that's a joke compared to their former numbers and with killer instincts that waits to be reawakened once more.



Lockjaw for Tropical Rainforests

A very large animal native to this planet's tropical regions. Nicknamed Lockjaws for their incredibly strong bite force, the giants can separate limb from body with little effort.
But despite having a guillotine for a mouth, it does not seem to be an aggressive creature; Preferring to prey on the local wildlife rather than the local populace.



Nightling for Boreal Forests, Temperate Forests and Arid Biomes

A large deformed beast with rows of quills on its back.
But during these past few decades, disturbing reports of ravaged corpses peppered with black javelins started to increase in alarming numbers. With entire caravans slaughtered in ways worse than any pirate group could possibly accomplish. People started to fear the dark and the cackling horrors waiting within them.


Batch 3

Meadow Ave for Temperate Forests

http://imgur.com/a/2ns1m - Rainbow Collection

A large flightless bird with colorful feathers. Mostly found in the plains eating fruits and berries, Meadow Aves naturally attract the eyes and hands of those who wander by. Many forget that underneath the majestic feathery coat is a wild animal with a razor sharp beak and claws to match.


Aerofleet for Temperate Forests and Boreal Forests

A small floating gelatinous creature. Propelled by the hydrogen it collects from water and various plant matter; these squishy creatures wander the lands, aimlessly bouncing off objects in its path.
One of the few rare creatures around here that is strangely isn't out for human blood. Well, isn't that nice?



Blizzarisk for Tundras

None yet - Giant fuzzy snow spiders that will bite eat your face



Ironhusk Beetles sold by Traders

None yet - Peaceful and bulky "farm" animal that occasionally sheds steel plates that you can use. Eats only wood.


Wildpods for Boreal Forests

None yet - Giant mushroom cyclops that's highly resistant to bullets but dies "quickly" to fire damage. Get flamethrower mods while they're hot.


Vanilla Redesigns
Megascarab



Spelopede



Megaspider



That's kind of it for now
Post your ideas, suggestions, and thoughts whether if I should trim the legs further below!
Oh and specify which biome(s)

Release thread and Download Link:
https://ludeon.com/forums/index.php?topic=26549.0

Planned:

* A redo of some of the batch 1 animals. (Particularly the Raptor Shrimp and Scorpion.)
* Add unique skeletons for each animals. Particularly the bigger ones.
* Thermadons (Big insectoid bugs that shoot firebombs at you. Probs gonna be for Tundra biomes)
* Slurrypedes (Some kind of Mechanoid livestock that eats anything organic, then you can milk it for nutrient paste. Sold by Traders.)
* Alphas (Giant insectoid that can fire a barrage of fire bombs, imagine a Centipede with an inferno cannon, but bigger and shoots in bursts of 4.)
* Great Devourers (Some legendary dune worm insectoid that can 1 hit kill almost anything but rewards you with tons of plasteel, gold, jade and other valuables when you kill it. For extreme deserts only.)
* Wolfspiders (Fast insectoid ants that act like manhunter packs.)
* Do enough of these insectoid thingies to create a varied raid event of them.
* Add to the rimworld lore via descriptions.
* Some kind of electric ram that causes electric damage and stun pawns they hit.
* An animal that sets you on fire when it melees you.
* Bedbug (A tiny insect that injects tranquilizers on its enemies. Sleep tight, you've let the bedbugs bite.)
* Animus Vox (Very rare psionic fox that gives massive buffs on "snuggles")
* Arid shrubland equivalent of the Arctic Lion.
* Mini variants of the Needlepost, Wildpod, and Bouldermit.
  Needlerolls, Wildpawns and Pebblemits respectively.
* Aerofleet variants that explode firefoam, flames, or just plain stuns things
* Unique drops for the more extreme and elite animals so there's at least some incentive to try hunting them (then failing miserably as your face is ripped off by a giant spider.)

* find the motivation to draw again

Note that some ideas may be changed or removed entirely if I don't think it fits.

Change log

12/11/16
- Terramorph redesign, also renamed to Mammoth Worm
- Needlepost recolor

11/26/16
- Raptor Shrimp redesign
- Minor desc. edits to the Barbslinger and Needlepost

11/5/16
- Barbslinger redesign.
- Added Devilsheep description.
- Description edits.

11/4/2016
- Plans!

10/16/16
- Megaspider redesign.
- Cleaned up the thread to be more info-ey. (Also to make it look cooler, I like looking cool... like I'm in an ice cube suit.)

10/2/16
- Spelopede redesign

10/1/16
- Megascarab redesign.

9/24/16
- Wildpods

5/9/16
- Ironhusk added.

5/8/16
- Blizzarisk added.

4/15/2016
- Minor change in Megalouse description.

4/14/16
- Added an imgur link for the Meadow Ave variants.
- Aerofleet description added.
- Meadow Ave description added

4/11/216
- Minor changes to Feralisk textures.

4/8/16
- Aerofleet added.

3/12/2016
- Batch 3 started
- Meadow Ave added

3/7/2016
- Nightling desc. added
- Planned Section
- Small changes to Barbslinger desc.

2/5/2016
- Less clutter
- Poll edits

Note that this change log only applies to this thread and not really to the progress of the mod itself.
#27
Off-Topic / I need a video editing software ASAP
November 16, 2015, 06:36:00 AM
I got school stuffs to do involving videos. Windows movie maker is pretty lame and I'm not too trusting of what google is showing me either. Anyone can recommend something that's pretty easy to use with decent UI and such?

Edit: Free to download pls.
#28
So I fiddled around with dev mode and made 800 manhunter chickens fight 160 tribals as debris falls from the sky...





The tribal archers initially stayed in one area and showered the chickens with a wall of arrows as their melee brethren formed a 1 tile deathzone of clubs and spears, going to one chicken group to the next.

All was going well for them until an engine part spewed fire on to the group of archers. They panicked and tried to put themselves out but ran into the chicken horde where they were pecked to death.

The 1 tile deathzone of melee warriors was instantly gibbed by a falling space beam. The survivors were scattered around while trying to put out fires off themselves. The chicken horde took this chance and slaughtered dozens of them.

With casualties everywhere, the tribals retreated but many remained in the battlefield. Trapped between a swarm of beaks and a wall of fire. Each one fell down eventually and consumed by the flames...

Results: Tribals suffered about 70% casualties while the chicken swarm were cut down to about 200 chickens.

Tribals went home without a bucket of KFC.

TL;DR





#29
Off-Topic / Pencil things.
October 10, 2015, 10:16:01 AM
I'll post whatever non-rimworld thing (or slightly rimworld things) I manage to conjure up in class here. As a sort of daily practice thing. Though my main book containing a bunch of doodle things isn't on me at the moment. :c

#30
http://iographica.com/
Edit: IT'S FREEEEEEEEEEEEEEEEEEEEEE to download.

It tracks your mouse movement. Now I can make art while playing video games. neat
Edit: Playing video games is now art.

A 4 hour session of playing Rimworld.


3 hour session of Planetside 2/FPS.


2 hour session of internet browsing.


1 hour session of Dawn of War DC
#31
Ideas / "Open door/Close door" order for colonists
September 14, 2015, 09:17:22 PM
A few simple™ suggestions.

- Colonists can be manually ordered to open or close doors.
- Drafted colonists can have an "Open door/Close door" option toggle when standing 1 tile away from a door.

Because drafting them and making them go through a door just to hold it open or close is quite annoying.
Also perhaps Drafted colonists can also flick switches?
#32
One thing I noticed alot on other's people's kill box defenses are sandbags and chunks. Ok, no problem there. But what I do find weird are raiders just cruising along on top of them and getting their faces shot without even trying to shoot back.

So I suggest: Heavy Enemies.
Durable enemies that can withstand alot of punishment, like an inferior centipede. Can either be a large mechsuit or vehicle for pirates. I dunno, elephants and rhinos for tribals?
Well their role would be the unit that goes on ahead and takes the brunt of attacks. But a little twist would be this: Since they're so heavy, any sandbag or chunk they manage to walk on would be instantly destroyed.

So as they try to inch closer to your turret positions, they would leave behind trails that their ranged allies can use for cover. Removing that turkey shoot we have now. Now the turkeys shoot back. And since they pose a threat to the killbox design most players have, people might consider preemptive attacks just to first take down these units.

Please, discuss.
#33
Hello!

I request a mod that allows the thing said in the title. Drafted colonists still being able to work when told. Kinda annoying that I have to undraft them just to get them to fix turrets in the heat of battle and to flick on those dang switches. Where afterwards I will forget about them and they would wander off, beginning another round of "Where's Waldo Redfields?"

"Ramirez! Flick that switch!"
"No can do boss, I'm in my pew pew mode."

(I have no knowledge about modding and stuff, so I don't know how hard this thing would be to make. I dunno, already seems possible with the mortars, so why not everything?)
#34
Bugs / Chess tables can't be uninstalled.
August 31, 2015, 01:38:26 AM
What it says on the tin. Not really a bug but it seems like a missing feature. I think it's small and light enough to be easily lifted up and placed elsewhere compared to large dining table.
#35
Off-Topic / Planetside 2
August 28, 2015, 10:24:26 PM
Thought I'd share this little gem I've been playing for almost a year now.

What the heck is it?
Planetside 2 is a MMOFPS. Massively Multiplayer Online First Person Shooter. AND IT IS INDEED MASSIVE. It's a game where hundreds of players slugging it out is not only a common sight, but pretty much the norm. And with that number of guns shooting at once, you can die anywhere, anytime, and at any angle. No matter how good your situational awareness and twitch shooting skills are.

Imagine Battlefield... but:
- With about 2-3 times the number of players in a single area.
- No destructible terrain.
- With 3 somewhat unique teams. The evil red team (TR), Space 'murica (NC), and the purple aliens (VS).
- Large open map and no lobbies.

Gameplay (Pretty outdated, but this is the kinds of things you would normally see and join in.):
https://www.youtube.com/watch?v=YfkK51dYUbI

Some cool fanmade trailers:
https://www.youtube.com/watch?v=8rKROb05mAU
https://www.youtube.com/watch?v=C7gyCGwRPMQ

Best part is that it's 100% freeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! (Cosmetics and helmets can only be bought though. But that's purely aesthetic.)
If you have concerns, ask around on their reddit https://www.reddit.com/r/Planetside/
It's a pretty cool community.

I main VS on the Briggs server, BR/Lvl 74. Anyone else here also play?
#36
Ideas / New Colony Pessimism
August 28, 2015, 11:01:28 AM
"We're screwed"

Suggestion: Starting on extreme difficulty has a chance to replace "New Colony Optimism" with the opposite mood. Because EXTREME + I don't really think everyone would be very happy being stranded on a planet where everything's out to kill you.
#37
What it says on the tin. I was quite confused as to where it was coming from since I have no one died yet and then noticed that there's a dead "Iguana 1". Destroyed it with the dev tool and the debuff went away.

The text just needs to be changed to "Dead pet left in the open" to avoid confusion.
#38
Ideas / Deconstructing fallen AI ships.
August 07, 2015, 06:47:12 AM
So you've taken out all the scythers and centipedes guarding the nasty ship, what now? Beat it up and shoot it to pieces of course!

Can't we just dismantle it though? Seems like it would be faster and less of a hassle.
#39
Ideas / Raider Type - Engineer
August 03, 2015, 08:55:47 AM
Basically sappers that focuses more on walls and destroys your vital equipment. That geo generator outside your base? it dun git destroyed.

-Equipped with EMPs
-Can work like a sapper, deconstructing walls to make shortcuts.
-Will attempt to deconstruct power structures, random cables and disabled turrets.

Deconstruction would of course be faster than simply trying to bash doors and walls down. Making them quite the threat.
#40
Ideas / Share your ideas for other Mechanoid types.
July 19, 2015, 11:18:35 AM
Fighting mechanoids for me seems kinda tiresome and repetitive. So... share your ideas on diversifying it!
Less tanky, more rushy.

Here's a one some of mine.

Seamstress
A snake-like robot with the blades of the scyther. Shoots synthread. (Homage to the movie "9")
- Fast
- It's weapon of choice is a gun on it's face that shoots synthread. Medium-ranged. Deals small burn damage and slows pawn movements by .50speedsomething per hit.
- If someone's feeling sadistic, they could pair these with Centipedes as support troops.
- Drops synthread when disassembled

Droid
Medium sized bipedal walker with dual charge pistols.
- Fast
- Lightly armored
- Has short-range, low cool-down weapons meant for CQC. Medium damage.
- I dunno, I'm imagining it without arms so... melee weak?