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Messages - AshbornK9

#16
Quote from: Darkmark8910 on May 26, 2017, 11:51:40 PM
Pardon the nagging question, but can you offer an alternative download link?

The current link is super-malware-y. It attempted to install 3 different softwares on my computer before I got to the download, and all 3 of them posed as the real download link. It was so bad I accidentally downloaded PrimeUpdate.exe by accident.... >.< Thank you for your hard work on the mod!!
Sorry about that :/ I'll change it right away.

Also for the rest of y'all, new bugfix update should fix some faction errors, an unconfirmed error with Brahmin, nerf crop growth, and replace the Plasma Scattergun texture.
#17
Outdated / Re: [A17] Project Fallout v1.5
May 26, 2017, 06:55:07 PM
Quote from: Faglord on May 26, 2017, 11:11:08 AM
Hello! Big fan of your work but why is there no xml files to edit the apparel?

Sorry if I missed it :S
I'm not quite sure what you mean, the apparel is under Defs/ThingDefs_Clothing.
#18
Updated download link to fix a bunch of bugs and incompatibilities.
#19
Outdated / Re: [A16] Project Fallout v1.4
May 24, 2017, 07:52:12 PM
Updated to Project Fallout v1.5 (Alpha 17): Added Pre-war Foods (Cram, InstaMash, Sugar Bombs, Salisbury Steak, Gumdrops, Potato Crisps, Yum Yum Deviled Eggs, Dandy Boy Apples, Fancy Lads Snack Cakes, Blamco Mac & Cheese, and Pork n' Beans), Super and Ultra Stimpaks, Machinegun and Heavy Machinegun turrets (using placeholder textures currently), Mole rats, Giant geckos, Radscorpions, Radroaches, Barrel Cactus, Broc Flower, Xander Root, Wattz 1000 and 2000 Laser weapons, Gobi Campaign Scout Rifle (Unique sniper rifle), Plasma Rifle, Plasma Defender, Multiplas Rifle, Plasma Scattergun, Ripper, Nephi's Golf Driver (Unique 9 iron), Bozar (Unique LMG), (Lead) Pipe, Tri-beam Laser Rifle, Pipboy 3000, Pipboy 2000, Vault-tec Labcoat, Vault Security Armor + Helmet, and a Vault flooring.

Sadly the T-51 and T-60 Power Armor, as well as the Brotherhood of Steel faction and its apparel had to be delayed due to loss of textures, they should appear in the next update.
#20
Outdated / Re: [A16] Project Fallout v1.4
May 11, 2017, 11:18:06 AM
That planned update over Spring Break did not pan out as I'm sure some of you can tell. Essentially what happened was most of the major assets were finished, but my artist had not sent them yet. His sibling spilled something on his computer, and ruined it. Both of us being a bit dumb had not backed anything up. He was in the process of redoing the armor textures that were lost, while I found out about the A17 unstable version. Now instead of working on a release schedule, we are currently creating a bunch of new stuff to be released when the A17 update comes out. Sorry about the wait guys, but this will be a massive update!
#21
Outdated / Re: [A16] Project Fallout v1.4
May 11, 2017, 11:12:49 AM
Quote from: Astralon on March 27, 2017, 07:00:37 PM
I found a very interesting interaction that this mod has with Glittertech. A raider came at me with a powerfist made of Betapoly, worth 300 or so silver. Does 130 damage every .5 seconds.
That is...an unfortunate side-effect of that material. It can basically make any fairly strong weapon into an insane weapon. As for why it was worth 300 silver, I've got no clue.
Quote from: Cato556 on April 09, 2017, 10:54:11 PM
Have you thought about making fallout buildings at all? (IE. fusion generators, vault themed structures/furniture, etc.) Was just thinking about this the other day and thought it might be a cool idea if it were something you'd be able to pull off.

Great mod, can't wait until next update! Cheers
If you are on the discord, message me on there about this stuff, if not message me on these forums. I'm currently planning on making vault structures and such in the near future so I need lots of ideas.

Quote from: Mosart on April 23, 2017, 02:48:50 PM
Quote from: AshbornK9 on July 14, 2015, 09:18:51 PM

How can I see stats of power armor / weapons to be sure that it's balanced?
If you select a weapon or armor, there should be a little popup window with its name and health bar and other info, and there should be an information window you can open from there.
#22
Probably not what you want to be asked Tynan, but is there any ETA on the stable release? Just wondering as a modder what stage of panic updating I should be in since I got caught off guard by the last one.
#23
Outdated / Re: [A16] Project Fallout v1.4
March 21, 2017, 10:44:21 PM
The next update is currently scheduled for some time during my Spring Break (March 24-April 2nd). New plasma and laser weapons, the Ripper, Radscorpions, Molerats, new foods, the Brotherhood of Steel faction (plus apparel for it and more for the Vault faction), bug fixes, and more!
#24
Mods / Re: [PL]Project Fallout
January 30, 2017, 08:37:19 PM
Alrighty, I just finished putting it on the workshop, if you want to to change the description or anything, message me on here or just reply on here

Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=853781845
#25
Outdated / Re: [A16] Project Fallout v1.4
January 30, 2017, 10:41:45 AM
Quote from: Werekitty39501 on January 27, 2017, 04:00:50 PM
I have a question or two (or several), it may be a wee bit silly.

Why do the caravans from the vaults use muffalo, instead of brahman? Just seems a little odd to me, but that's just my opinion.  :P

Also, do you plan on adding the trader's outfit and hat to your mod, along with the various merc, raider, and other faction outfits? I would love to have Preston Garvey's and Lucas Simms' outfits in the mod.

I am, however, enjoying having the Fallout sthuffs in Rimworld.
Currently I haven't changed any of the vanilla factions, so they will still use normal animals, and my factions currently use muffalos because I believe i need an extra texture for them carrying stuff.
#26
Mods / Re: [PL]Project Fallout
January 30, 2017, 10:40:28 AM
Hey there, thanks for the translation. Would you mind if I put it on the Steam Workshop?
#27
Mods / Re: [Mod request] Bleeding and first aid
January 01, 2017, 03:26:10 AM
Keep in mind that medicine isn't required for doctoring, and that still gives quality of healing, even if it is lower, so bandages should give at least some.
#28
Help / Re: [A16] Armored Skin, regeneration.
January 01, 2017, 02:43:42 AM
Y'all may want to consult Erdelf, he has made some healing weapons among other stuff, along with an instant heal thing for me (with limb regen)
#29
Help / Re: [A16] Tech Tree Scrolling
December 28, 2016, 12:34:28 AM
Quote from: RawCode on December 26, 2016, 06:04:50 AM
is you suggestion removal of "bullshit offsets" eg rolling back research screen, right?
such mod is already done and available in steam, just like many other downgrade mods.

i hope you understand, that such actions from side of community if "approved" by developer will result in development halt and no new features will be implemented because "it breaks my year old mod" or  "i don't want change system to meet new version systems"

community should assist developer, not just throwing demands and suggestion.

instead of arguing with anything, i will open IDE and try to assemble simple modification, that, will allow to select mods, that allowed to show research items on research screen at this moment.

if two or more mods, overload research screen, i just uncheck conflicting mods and viola, research screen is great again and no feature is lost in process.
The players should not have to go out of their way to download a downgrade just to play the game as intended (I see the mod support as having intended players to have the choice to use mods as a part of this) because the game shouldn't be using a broken system in the first place, whether or not you want to go back to the old system or not.
#30
Help / Re: [A16] Tech Tree Scrolling
December 25, 2016, 10:24:37 PM
Quote from: RawCode on December 25, 2016, 09:57:04 PM
game can ensure mod support, but no matter how hard developer try, he can't ensure mod compatability.

techtree is great, but modifications that add 300 research items just neh, it's problem of modification, not game.

tabs or alternative allocation or sliders won't fix problem, it's simply impossible to render such amount of research items properly.

valid and easy to implement - multiple levels for research items, but, modder already can do it, by setting flags and replacing one research item with other, sadly, many mods just add 10 tech items for each level, making things ugly.

Just look at skyarkhangel's example, and that wasn't made by Tynan, why couldn't that be used, since that is made to be everyone friendly