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Messages - Ninefinger

#106
Ideas / Re: Pause on raid?
May 21, 2015, 10:58:23 PM
Quote from: Adamiks on May 21, 2015, 02:08:23 PM
No mods like this. Anyway, play some time, after this you will be like this:

*Raid sound*

*Pause after 0.1 second*

*Rimworld experience - the best*

Lol so true, i kind of think there should be a mod that does this as well as a mod that allows you to go speed 3 during a battle
#107
These are the changes i have made for the Ultimate Overhaul Modpack to make this mod balanced.

    +Fish Industry
       -Decreased quantity of fish caught
       -Increased breading time
       -Increased Aquaponic power consumption
       -Increased recipe costs
       -Increased work amounts

The areas that i have made these changes allow you to be able to fully balance this mod to whatever you feel is balanced, This mod is great!

#108
Cool mod but i was thinking this thing was going to be mobile lol, cool effects too.
#109
Tools / Re: RimWorld Manager (Mods+Modpacks)
May 20, 2015, 05:27:28 PM
This is a great idea and would love to try it out when its available.
#110
Quote from: Orion on May 18, 2015, 04:31:58 AM
Quote from: BangUDie on May 17, 2015, 06:57:21 PM
That is awesome...
If you need a hand testing it , vanilla or especially with a bunch of mods I'm game
Testing is not really useful yet, since the problems occurring right now are quite obvious to me. But once I have a version ready here it'd be handy to get it tried out a lot with good error reporting. So, thanks!

Quote from: Ninefinger on May 17, 2015, 07:01:34 PM
Could you offer the mod in the current state it is in now, i would like to be able to use it in my modpack but i would have to remove allowing them to be controlled, and remove the PAL anyways for balance purposes because i already use droids.
Sure, here it is! For everyone not into modding, I wouldn't try it yet. It'll probably kill all your colonists, destroy your savefiles and uninstall Windows, so don't say I didn't warn you. EDIT: Oh, and it will probably do it all while pretending that everything goes perfectly fine.

LOL Thanks! I appreciate it! :)
#111
Mods / [Request] Mod Challenge!
May 17, 2015, 11:44:32 PM
MOD CHALLENGE!!!


dll modders come hither, gather round while tell you a tale!



This is a mod making challenge, where the winner will be declared as the first person to publish a fully working mod that meets most or all my demands, the winner will receive more respect than a well dressed pimp!



Will You Rise To The Challenge


Challenge level: Novice - Advanced

The Raidiation Kills Mod Challenge

   
  • You are to sculpt a mod so perfect, so absolute, so unequaled in design....
  • You must make uranium cause radiation sickness to anyone near it within 3 tiles if they were to stay within that range for exactly half an in game day, thy will succumb to radiation sickness, this will make hauling it tricky.
  • You must make the HazMat container provided inside omni storage in this modpack https://ludeon.com/forums/index.php?topic=11934.0 , protect against radiation poisoning.
  • Finally to put the icing on the cake you must create a HazMat suit that while worn, protects 100% against radiation poisoning.



Challenge Level: Novice - Advanced

The All Traps Mod Challenge

  • You are to astound and amaze as you perform the deadly art of Mod Making!!!, you will create a mod so balanced a ninja would falter before you, and above all else you will take no prisoners!!!, and leave no witnesses !!!
  • You must create a mod that has fire traps, wall grinder traps, arrow traps, electric traps that work like an EMP but also deals damage on contact, and even spike traps yes i said it folks!
  • You must limit the total number of living traps to 20 at any given time in the world!
  • You must limit the number of living fire traps to 5 at any given time on a world!
  • You must limit the number of living electric EMP traps to 5 at any given time on a world!
  • You must limit the nimber of living wall grinder traps to 5 at any given time on the world!
  • You must limit the number of living arrow traps to 5 at any given time on the world!
  • You must limit the number of living spike traps to 10 at any given time on the world!
  • Damages must be balanced, and mod-able through xml
#112
Quote from: Adamiks on May 17, 2015, 07:18:25 PM
I'm really sorry, but until i will learn how to make DLL's mods (and for now i don't really have time for this kind of works) i will not be able to do this type of mods.
No worries, :)
#113
Outdated / Re: [MOD] (Alpha 10) EMP Pistol
May 17, 2015, 07:21:58 PM
Quote from: Adamiks on May 17, 2015, 02:43:48 PM
I stole found a texture for the EMP sniper rifle. If you guys wish i will create this gun.

You will have to test it and make it have a really long weapon range cooldown, it should take about seconds 5 seconds on game speed 3, and about 15 seconds on game speed 1, between shots. and a warm up time of 240. Give it 100 EMP Damage and have a range of 45.
#114
If its possible it needs to be done, this is the next evolutionary step into having numerous traps in the game all being perfectly balanced.
#115
If you could make a mod that makes uranium give off small amounts of radiation, then make the HazMat container form omni storage able to protect you from the radiation. This would be a perfect addition.
#116
Quote from: Orion on May 17, 2015, 02:48:35 PM
Just thought I'd give a bit of an update:

I've made some progress converting the mod. Given how much code I've created for this mod (about 1-2 months of fulltime work ::) ) there's so much to fix.

- All the xml files are adusted.
- All the code changes are reintegrated (fixed obvious errors).
- The mechanoid attacks work again, somewhat tested.
- Converted mechanoids mostly work again, although the changes to the "needs" system have thrown major obstacles in my way (why oh why can't custom needs be limited to specific pawns?).
- Crafting them is untested, but should work.
- PAL is still completely untested.

Could you offer the mod in the current state it is in now, i would like to be able to use it in my modpack but i would have to remove allowing them to be controlled, and remove the PAL anyways for balance purposes because i already use droids.
#117
Ok i just had a great idea but idk if its possible, if you can find a way to make is only so many number of a certain traps are allowed to be build at any given time in a world. You could make as many different traps as you could imagine, fire traps spike traps swinging bladed traps. IF you can only build a total of say 20 traps of any kind doesn't matter and then further make it so that you can only have max 5 fire traps, max 10 spike traps. etc but out af all traps total only 20 can be made. soon as one gets destroyed you should be able to place down any type of trap. Like i said idk if this is even possible.
#118
Quote from: AllenWL on May 16, 2015, 05:31:58 AM
I'm trying to cool down my desert base by making a room and cooling it down a lot, then using a duct to drain the hot air from my base into the cold room.
But I can't seem to make heads or tails out of the duct system at all. Help?

Dont duct the hot air into a room your are powering to keep cold, duct the hot air directly outside. First place your duct intake in the room you want to transfer cold from, then place a smart duct outlets in all the rooms that you want to have cooled, then run the duct pipe from the intake and connect it to all of your smart duct outlets. Make sure your smart duct outlets have power. You can place active vents in rooms and power those as to eject unwanted eat as well as forcing cold air in. do not duct the hot air back int o a room that is trying to keep cold thta cold air is what keeps your base cold dont heat it up. If its too hot outside the vents may not work im not entirely sure they might just close. But cooling the room with the smart fan should be enough. Remember to use exhaust ports on your cooler to make it much more efficient.
#119
Quote from: Adamiks on May 17, 2015, 07:57:52 AM
Quote from: skyarkhangel on May 17, 2015, 07:42:19 AM
There are too many storages, some of them can be grouped into one, like modular tables.

Done! This is a "early" version only to see if people will like it or not.
Tested and immediately added it to the modpack it works beautifully! Thanks!
#120
Your source files are missing the jobs haul to cell. if you could please include this that would be great i just want to be able to increase starting seed amount from 8 to something closer to 30, they are seeds after all a small pack of them should contain lots. :)