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Messages - Entropy147

#46
Suggestion: I know this was in superior crafting, but that probably won't be updated, could you please do some advanced prosthetics for prosthophobes (not bionics but can be made in the bionics workbench or new workbench)?
#47
Quote from: Ykara on September 03, 2015, 02:03:41 PM
Quote from: Florius on September 03, 2015, 11:39:53 AM
Hi Ykara, I have a quick question. I have 2 colonists with brain damage (no idea how, because everything else seems fine). Is there a way to get my colonists up and running again? I have 1 colonists with about 14% of everything (hearing etc.) and can't even walk, not even with a AI chip.

It was possible to use a AI persona chip, but it doesn't seem to be able, and I am not sure if it is affected by your mod or not, so I was hoping you could help me out here!
An AI chip and even a brain stimulator should do a pretty good job on your colonist. I don't know why it doesn't work for you...

Quote from: Sentry on September 03, 2015, 12:24:29 PM
I'm having issues crafting vancidium in the electric smelter, I don't know if it's a mod compatibility issue (I run with a few other mods) but it doesn't show the refine vancidium option for me
Hm, I've tried it and it works fine for me. I know it's a dumb question, but have you already researched it?
I had researched it, I think it was just a compatibility issue, it works now
#48
I'm having issues crafting vancidium in the electric smelter, I don't know if it's a mod compatibility issue (I run with a few other mods) but it doesn't show the refine vancidium option for me
#49
Mods / [Mod Idea] Age process haulting
August 24, 2015, 12:38:33 PM
I find it strange how in 5500 AD we haven't stopped the age process considering we're working on it now and have made some progress on it IRL, I know it's a game, but I had an idea that an implant could be made (or bought from an exotic goods trader) that could be implanted in the heart or brain that stops the biological ticks or ageBiologicalTicksInt, I don't know if this is possible, of course to balance it the implant would be expensive (like all bionics ¬_¬)
#50
Mods / Re: Advanced Xenos
August 22, 2015, 10:10:38 PM
If that's the case it will at some point wipe out the colony (I suppose that's point of xenomorphs) however overwhelming numbers could severely restrain most users fps to painful levels so perhaps a late event in which fewer but tougher enemies show up, as most computers struggle to handle a colony of six people and a smallish siege, when I suggested advanced aliens it was because it didn't rely on large numbers, and you would be forced to act strategically to take out distant targets rather than standing in one place (and probably bunched up) also it would add a different aspect to the usual raids as you would have to fight those more superior than your colony, not that I'm saying an xenomorphs attack wouldn't be equally dangerous
#51
Mods / Re: Advanced Xenos
August 22, 2015, 05:24:20 PM
True, but most colonists will probably be armed with ranged weaponry not to mention some will have shotguns for those that get close and snipers for the further away targets so a large colony would have little issue against close range targets even without turrets
#52
Mods / Re: Advanced Xenos
August 21, 2015, 08:53:21 PM
It would be difficult to fight off, but they would still be melee (probably) it sounds awesome, I'm on about something more like the ceph from Crysis or the sectoids from xcom, in other words humanoid and use ranged weapons, I know xenomorphs exhibit some level of intelligence, but it would probably just about match or surpass neolithic humans, as humans were hunters since the stone age, and xenomorphs are more like hunters.
but impregnation of colonists would certainly make me paranoid, however avoiding kill boxes would be impossible if the base was imbedded deep within a mountain or surrounded by water with on entrance, and a raid from ranged weapon wielders would cripple turrets if their range surpassed the turrets range, which would make melee almost pointless if you could attack from range with lower chances of being hit, and drones would have an issue if the colonists were inside the colony or very heavily armed
#53
Mods / Re: Advanced Xenos
August 21, 2015, 08:09:41 PM
I actually downloaded the marines mod at one point, I think xenomorphs are cool, I noticed your mod as well it looks good  :) ,I'm just thinking on the difficulty side and the technological side, as a foe more advanced than you are is more of a threat than an animal level threat to some extent
#54
Mods / Re: Advanced Xenos
August 21, 2015, 07:46:02 PM
I also forgot to mention I have zero modding capabilities, beyond simple pre existing code modifying
#55
Mods / Advanced Xenos
August 21, 2015, 07:43:57 PM
(I TRIED to make a post about this before hand, but my internet had other ideas) so I've recently noticed a hype about Xenomorphs or predators, I know predators are advanced, but I mean type 2 or 3 civilizations, the types that have been technologically advanced for millions of years (perhaps billions), my idea is that an event or raid could happen were the aliens (that look like sectoids from xcom, only less feeble) land in drop pods and construct a terraformer that begins to change the entire map into a frozen wasteland, as the aliens have a weakness to heat. The equipment they are equipped with depends on difficulty and how late game the world is. The aliens will be armed with the follow items,
1. Mk2 shields (like Skullywag's Mk2 shield, if this is the case then they will all possess legendary level shields) that allow firing out of - used for all classes apart from elite and heavy units

2. Particle weaponry (remember millions of years more advanced) (pistols, rifles, shotgun, sniper, machine gun, heavy cannon) can be bought from exotic goods traders, these weapons will deal a lot more damage, be more accurate (type according) and have a decent fire rate, however are way more expensive

3. Specialized armour, versions of power armour , all in a carbon grey colour, more protective than normal power armour, again very expensive

4. Augmentations (perhaps new - not stock) later in game they could possess bionics or cybernetics, such as both arms or leg being replaced, they will all have augmented spines later on

I think this could be too much for 1 mod, so I think just the mod for the aliens could work along with other mods, and made to work with them accordingly (giving credit along the way), I made this suggestion as whilst xenomorph's could be fun, they would eventually pose no threat as the base eventually becomes very defended, not to mention that xenomorphs tactics would be animalistic or that of mercenary slashers or whatever you call them, and wouldn't have ranged weaponry or any tech for that matter, I think it'd be also good to have a race other than humans or aren't made by humans (like mechanoids) that are advanced and pose a more significant threat than a pirate raid, as they have superior weaponry and have shields that allow firing out of. The aliens will not possess melee weapons, but if a colonist or enemy is hit they will deal significant damage (like limb removing damage), this could also add to the lore of rimworld, which (somewhat simplified) is that the ship the colonists were in was a passenger ship, and that travel took a very long time as scientists hadn't of figured out interstellar travel, I propose what if a race of aliens had, and they didn't like humans, Just an idea I had, post what you think below, of course ideas can be redacted or added, and I would appreciate any feed back positive or negative (please be constructive about negativity please)

#56
Releases / Re: [A11] Glitter Tech v1.0
August 12, 2015, 04:07:25 PM
 :D
Quote from: stranger080 on August 12, 2015, 02:09:57 PM
Quote from: Sentry on August 12, 2015, 01:27:35 PM
without the robotic assembler you can't create computer components or magnetic coils, the issue is that the robotic assembler requires computer components, along with many things, am I just missing something or is this something else?
You need to find traders with them
oh, thank you  :D
#57
Releases / Re: [A11] Glitter Tech v1.0
August 12, 2015, 01:27:35 PM
without the robotic assembler you can't create computer components or magnetic coils, the issue is that the robotic assembler requires computer components, along with many things, am I just missing something or is this something else?
#58
The link doesn't work for me  :(