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Messages - iame6162013

#766
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 13, 2014, 04:17:10 PM
:)
#767
Outdated / Re: [MOD] (Alpha 3) Fusion Generator
April 13, 2014, 03:14:12 PM
maybe try pupping them together do u get a little bigger of a mod.
#768
Outdated / Re: [Mod] (Alpha 3) Railgun Superweapon
April 13, 2014, 03:12:33 PM
OMG ... Hello new rimworld turret :)
#769
Unfinished / [Mod] (Alpha 3) Unifier 0.0.2A
April 13, 2014, 03:02:15 PM
It's a basic mod to change one mod item's to another mod's
But IT IS FINISHED!,
this is all it's supposed to do.


Feature list:
UnifierTable {it's used to change IRim copper into MinE Copper}

ModTeam
iame6162013

CompatibleMods
MinE
Industrial RIM

RecentChanges

0.0.2A
updated for MinE 0.1.1A

0.0.1A
Initial Release



Download
#770
Quote from: TimMartland on April 13, 2014, 02:26:47 PM
The wire is both really overpowered and really underpowered. How? Well, when you set them up the idiot AI stands in the wire as it builds it sometimes. The wire does such insane damage it outright kills the colonist 70% of the time. Once its set up though all the enemies just path around it, making it kinda useless.

Its alright for putting distance between your embrasures and the swarms of rock-throwers though. Also, BoomRats seem magically drawn to them, resulting in some 'explosive' incidents.



of course the AI says don't walk there why woud u think they woud do that?
#771
Quote from: ItchyFlea on April 12, 2014, 09:50:02 PM
Quote from: Tynan on April 08, 2014, 01:45:45 PM
The 3 is hardcoded for now. I'll look into moddable startup sequences later.
I took that as a challenge. Do I get a prize for winning?

Screenshots:
http://i.imgur.com/vIQW4VI.png
http://i.imgur.com/ZIj0Nrn.png
http://i.imgur.com/BxLstat.png

Apart from the instant loss (and a huge number of errors), you at least "appear" to start with 6 colonists.

U broke Tynan... dear god don't kill us :p
#772
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 13, 2014, 11:46:36 AM
wait why don't send the  save to cala13er?
#773
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 13, 2014, 10:52:18 AM
Quote from: Blackjack1000K on April 13, 2014, 10:32:34 AM
Quote from: iame6162013 on April 13, 2014, 10:30:16 AM
Quote from: Blackjack1000K on April 13, 2014, 10:23:41 AM
Quote from: iame6162013 on April 13, 2014, 09:53:24 AM
Ah now i know how those conveyor belt work :p

EDIT
wait coud u add a bazooka?...
ooo.....
I would love to try and texture a bazooka :D as long as Cal agrees.
also the gun you request wont be in this mod it would be added in Weapons+ mod.

yea know there just ain't no Weapons+ tread :/

That's because its still being worked on and is unfinished
Edit: you should got to my DeviantArt and look at the 1 new gun and 2 new retextures
More to come!

i don't know what u are talking about?
#774
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 13, 2014, 10:30:16 AM
Quote from: Blackjack1000K on April 13, 2014, 10:23:41 AM
Quote from: iame6162013 on April 13, 2014, 09:53:24 AM
Ah now i know how those conveyor belt work :p

EDIT
wait coud u add a bazooka?...
ooo.....
I would love to try and texture a bazooka :D as long as Cal agrees.
also the gun you request wont be in this mod it would be added in Weapons+ mod.

yea know there just ain't no Weapons+ tread :/
#775
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 13, 2014, 09:53:24 AM
Ah now i know how those conveyor belt work :p

EDIT
wait coud u add a bazooka?...
#776
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 13, 2014, 07:59:17 AM
Quote from: dezgard on April 13, 2014, 07:56:48 AM
wow so dreams do come true!

it wasn't a dream it was better :)
#777
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 13, 2014, 07:05:45 AM
Quote from: Cala13er on April 13, 2014, 07:00:00 AM
Quote from: EightBitRanger on April 13, 2014, 06:58:24 AM
Quote from: dannyepsin on April 13, 2014, 04:50:15 AM
also how are u planing on improving the conveyro belt system, its quite dodgy at the moment

Okay its not just me then.

Is there some kind of readme/faq/help file at all? Or are we just left to figure this stuff out by trial and error?

I'm going to put up a tutorial video later today, explaining how to use everything in the mod!

Woot :)
#778
Outdated / Re: [MOD] (Alpha 3) Industrial RIM v1.0.0
April 13, 2014, 06:34:15 AM
Quote from: Blackjack1000K on April 13, 2014, 06:14:44 AM
Automation!!!!!!!!!!!

wait so if we do it correctly we only need one colonist... Woot
#779
Outdated / Re: [MOD] (Alpha 3) More-Edibles(food)
April 13, 2014, 06:30:24 AM
Yes now we have a use for a chef ;)
#780
or fluiducts