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Messages - AshbornK9

#61
Outdated / Re: [A12d] Project Fallout v1.1b (New Update!)
February 27, 2016, 06:06:53 PM
Updated to v1.1b- Added Laser Rifle, Jet, and new sounds for the Anti-Materiel Rifle, Varmint Rifle, and Ratslayer

Going to start doing regular updating as I get features done, rather than doing big themed updates.
#62
Outdated / Re: [A12c] Project Fallout v1.1
February 27, 2016, 02:32:43 PM
Quote from: Grimandevil on February 27, 2016, 01:59:03 PM
Quote from: Zeta Omega on February 02, 2016, 06:49:20 PM
has anyone else thought of a Vault Door structure, something INDESTRUCTABLE so you could have a happy life inside of a mountain...
Also vault clothes
there is Blast Door mod, it aint indestructible (i dont think anything should be) but u can alter the amount of HP i guess.

I'll look into that mod and see if I can get permission to use the base code, or use it as a reference to build one, but currently buildings (since I lost all my code on them) are fairly low on my priorities.
#63
Outdated / Re: [A12c] Project Fallout v1.1
February 26, 2016, 10:49:06 PM
Quote from: AshbornK9 on February 26, 2016, 09:35:52 PM
I do plan on adding more to the mod since an update is imminent. Not sure where my folder is though, I might have lost some of the work-in-progress stuff if so.

EDIT: Looks like my folder is gone, and I will also need someone to help with the art, but I didn't have a super large amount done after the latest release

EDIT 2: Just updated the planned content document with a bunch of Fallout 4 weapons
#64
Outdated / Re: [A12c] Project Fallout v1.1
February 26, 2016, 09:35:52 PM
I do plan on adding more to the mod since an update is imminent. Not sure where my folder is though, I might have lost some of the work-in-progress stuff if so.

EDIT: Looks like my folder is gone, and I will also need someone to help with the art, but I didn't have a super large amount done after the latest release
#65
Outdated / Re: [A12c] Project Fallout v1.1
September 02, 2015, 03:15:45 PM
Quote from: JangoDsoul on September 02, 2015, 11:54:06 AM
Will there be a Deathclaw event?
The manhunter pack was changed to allow any animal (I believe) so the event will just be much more rare than that and only can happen after a set number of days, as deathclaws are extremely powerful.
I also have to figure out how to make it so that they don't appear in the manhunter packs often.
#66
Outdated / Re: [A12c] Project Fallout v1.1
September 02, 2015, 12:27:18 AM
Quote from: Lord Pippin on September 01, 2015, 05:08:23 PM
An idea that we had when it came to implementing unique weapons in the Unofficial Fallout Mod was to create a custom trader and to make it so the weapons were only available that way. I believe if you also assigned unique weapons to a tech level that is unassigned to any faction or pawn that it would make the trader the only real source of the weapons. Though this doesn't solve the issue of generating multiple unique weapons it does make them harder to get, if it works that is. We never really got to that point.
Not sure how easy it is to implement a new trader, or make it so only those weapons are included, but I can look into it.
Quote from: macbuk on September 01, 2015, 08:05:57 PM
How about adding a vault door? I'm making a huge bunker in a mountain and it would fit perfectly in there. Great mod btw. :D
And as for this, I am already trying to get a vault door to work, but it shall not be like the door in fallout (as it moves/slides) and I haven't got the skills nor knowledge to code that, but rest assured there will be some form of vault door in the future.
#67
Outdated / Re: [A12b] Cats!
August 30, 2015, 02:51:44 AM
Quote from: l2032 on August 26, 2015, 06:01:39 PM
Meet the European Shorthair!


He's also inspired by Arcade, a domestic shorthair, who's frankly so insanely cute I feel bad about not making a whole mode about him: http://imgur.com/a/pUw2d. Also, shoot out to (almost) black cats and tuxedos!

Finally, I need to figure out how to allow cats to interbreed. Right now, each breed is it's own little clan that doesn't mix with others. That means that if I add too many cats, it might actually get hard to obtain a breeding pair - and we'ld have to do without kittens! If I can somehow manage that all cats can interbreed, there's only my time as a limit on the number of breeds we can have. Sadly, one texture per breed does seem to be a pretty hard limit, so I still can't oblige everyone with their pet in game, sorry!

On a related note, it should be possible to add least at pet names to the generator, so that's something. I'll keep you updated.

Finally, if anyone feels like providing textures, that would be a huge help! Right now I'm spending an evening per feline, which is putting a bit of a dent on my available time for playing the actual game... You'ld get full credit ofcourse!
Thank you for putting my dear Ruca in the game! That is probably the best picture I have of her, generally she doesn't like sitting still long enough to get a good picture.
#68
Outdated / Re: [A12c] Project Fallout v1.1
August 29, 2015, 12:58:45 AM
Quote from: old_sinh on August 28, 2015, 11:36:49 PM
Hey man,
In my opinion be more good delete unique weapons or made their more rare than now. When 6 raider's use "Lucky"  it's look bad.  I think that be good drop unique weapons in ruins or any incindent/encounter.
Ty for attention. Sorry 4 bad eng.
Well the point is, I can't make them super unbelievable overpowered, and I can't raise their value to insane amounts, otherwise what is the point (if you have other mods adding guns) if you have a fairly weak gun that is extremely expensive. As for that many appearing in the same place, it is a matter of luck, though in response for the next update I will raise the prices of the unique guns, but I can't do it a super large amount. Once there are more guns in, there will be a much larger variety, but as of right now the values are fairly spread out, so if there is a set value the raiders can have, they may only have a certain list of guns.
#69
Hey, Im the author of Project Fallout, which is an already released Fallout mod for rimworld, it was released about 2 weeks before this post, so you must've missed it and since I am the main coder for it, if you want I we can combine our mods so to speak. If you can do textures, I can supply the code to back it up. Currently I have 27 weapons and an implant in my version, so we could work something out im sure.
#70
Outdated / Re: [A12] Project Fallout v1.1
August 26, 2015, 02:48:14 PM
If I make a vault door any time soon, I can't make it sliding. Almost all of the coding involved is in a coding language I don't know, and is not very easy to learn. No promises, but if I can that is the future goal.
#71
Mods / Re: [Mod Request] So now we have dogs...
August 25, 2015, 03:24:52 PM
Im going to see what I can do in terms of helping, I want Pugs and Aussie Sheps
#72
Outdated / Re: [A12] Project Fallout v1.1
August 25, 2015, 01:52:09 PM
Quote from: Feirfec on August 25, 2015, 09:52:36 AM
whats the "Waiting for deletion" poll for ?
Well, for whatever reason, if you put a poll on your post, you can't delete it yourself, and it has to have 2 options.
#73
Outdated / Re: [A12] Project Fallout v1.1
August 25, 2015, 04:11:00 AM
Updated to A12, added 10 new guns, 1 implant and 1 melee weapon.

Changelog:
Added:
9 Iron (Golf Club)
BB Gun
Abilene Kid (Unique BB Gun)
Anti-Materiel Rifle
Assault Carbine
Battle Rifle
This Machine (Unique Battle Rifle)
Brush Gun
Medicine Stick (Unique Brush Gun)
Cowboy Repeater
La Longue Carabine (Unique Cowboy Repeater)
VATS Implant
#74
Outdated / Re: [A11d] Project Fallout v1.0
August 23, 2015, 03:20:54 PM
Sorry to say guys, but my graphic artist has quit, and no updates (apart from one what shall be decided by the new poll) can be completed until I can find someone new to make textures for my mod. I still plan on following through, but I cannot get anything done in terms of complete release until then. If you know anyone who may want to help with this, then please send them my way. Also, within the next day or so I shall be doing any updating that I need to do for my mod to work for A12. Thank you all and have a great day.
#75
Outdated / Re: [A11c] Project Fallout v1.0
July 29, 2015, 11:07:08 PM
Quick update for you guys, still working on stuff. Taking longer than expected due to complete art overhaul. Stinkycat has been out of town for a while and hasn't been able to work on stuff for a bit, but stuff is still progressing. I have a few things in the works for the future, such as workbenches and researches (along with the basis for clothing and armor) that are semi-functional, but not quite ready for a release. Have a great day guys and I'll keep you all updated.