Is there a option to only get the "Carbon Fibre Prothesis, Limbs, Implants and Brains, Organs and Exoskeletons"?
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#1
Outdated / Re: [B18] Cybernetic Storm 18.002 - Updated: 07/01/18 16:30GMT
February 23, 2018, 10:18:43 AM #2
Mods / Re: Community Animal Pack
October 03, 2017, 02:15:45 PMQuote from: SpaceDorf on October 02, 2017, 05:10:39 AMNow I keep thinking about what you just said.. Thx for cracking my brain.. o_OQuote from: kubolek01 on October 02, 2017, 01:48:30 AMQuote from: SpaceDorf on October 01, 2017, 11:33:17 AMErm... Are you insane or just got a pistol bullet in your head?
But I have to start Steam for this, which is against my religion.
You have your made up believe system, I have mine
The word religion is just more accepted by the general public.
It's the same with "good morning" and "shut up and die".
You mean one thing, but say something completely different.
#3
Unfinished / Re: [A17][WIP] Biomes+
September 30, 2017, 02:18:45 PM
Some brain food for your mod.
-Island biome
All water with some islands (Maybe add some sort of floor so you can cross from one island to the other over the water)
-Dead Marshes
Filty water that gives diseases when you cross is, only dead plants and you can't grow anything on this ground.
-Mystic lands
A magic-like forrest that holds some mythical creatures. (Also a place where you can find thrumbo's, because thumbo's fit the catagory mythical )
-Island biome
All water with some islands (Maybe add some sort of floor so you can cross from one island to the other over the water)
-Dead Marshes
Filty water that gives diseases when you cross is, only dead plants and you can't grow anything on this ground.
-Mystic lands
A magic-like forrest that holds some mythical creatures. (Also a place where you can find thrumbo's, because thumbo's fit the catagory mythical )
#4
Outdated / Re: [A17] Chicken's Modlist farm - Kits, Factions, Terry Crews and Chickens (POLL)
September 30, 2017, 07:53:36 AM
Could you add more Power armors to the power armor mod?
#5
Releases / Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
September 30, 2017, 07:46:18 AMQuote from: Walking Problem on September 30, 2017, 03:24:35 AMRemove it, nerfing the minion would make it lame, but giving it a change to go beserk once it transforms would be a good idea.Quote from: damngrl on September 29, 2017, 01:54:17 PM
What bothers me is that isn't harvesting tied to Growing Skill. How come their Yield Efficiency calculated?
There is a "default" skill level when a pawn have no skill level - if I'm not wrong, the skill level is 1. I could be wrong though. Thus they can do, but they are only as efficient as your worst pawn. (still, I could be wrong)Quote from: hendrikpfaff on September 29, 2017, 05:55:24 PM
"so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)"
Would be the best thing I guess.
So its nerfing or removing incident?
LOL
#6
Mods / Re: Community Animal Pack
September 30, 2017, 07:40:21 AMQuote from: cucumpear on September 30, 2017, 05:51:50 AM<3
https://github.com/XenEmpireAdmin/AnimalCollabProjectA17
I did link it in the discussions, but only Xen can edit the actual description on Steam.
Edit:
Can I also get the ADS patch? XD
#7
Releases / Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
September 29, 2017, 05:55:24 PMQuote from: Walking Problem on September 29, 2017, 12:13:12 PM"so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)"Quote from: Canute on September 29, 2017, 06:32:04 AM
Yes yes, thats the idea behind it ! :-))
Every minion who got food will tell a friend about this great deal (food vs. junk) and come back next day.
But this can an opportunity for the colony as well, since they drop a random item, it could be a stone chunk, some steel/uranium, armor or weapon.
Yep, it could cause some lag, or even run out of memory, when there comes a hugh amount of minions at the map.
And i hope the colony got a saferetreat if 1024 minions get angry if they don't got food.
Okay, the thing about this "event" is that, I will definitely choose to kill that Minion rather than letting it grab any thing from me. It will annul all the effort put into make this incident... We need to rethink this.
A more "meaningful" way is to create a Minion faction... But I not exactly sure how it will affect the incidents and stuff, since it would be a pure animal faction.
-----Quote from: hendrikpfaff on September 29, 2017, 07:28:57 AM
If the serum becomes a thing, the purple raid events aren't needed anymore in my opinion..
You can always keep the event to prevent your yellow minions from growing out of control, because you would need them to fight the purple ones.
The problem I have with the purple raid is that, they are too OP... Its like a game ending incident, if happen to any kids playing the game. Since a lot of children are playing the game, I'm not exactly keen to make them cry.... so I'm thinking, either to nerf the purple or to remove the entire incident, and replace it with this "playing with fire" injection of PX-41 into your minion to make it "super minion", but with unstable mental state. (or chance of craziness)
Would be the best thing I guess.
#8
Mods / Re: Community Animal Pack
September 29, 2017, 05:51:24 PMQuote from: CannibarRechter on September 29, 2017, 08:55:18 AMI play with 129 mods so.. that would be a pain in the ass..
> Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.
What I do with Steam mods is subscribe. Go find the mod, and copy it out manually, and unsubscribe. It's a bit of a pain, because the mods are stored as serial#'s, but you can tell by their timestamp which one is new, and you shouldn't have very many.
Just 1 link with all the animals in it from the pack just like the steam one, would be apriciated.
#9
Mods / [mod requests] Sprinklers
September 29, 2017, 08:41:56 AM
Is there any modder that has the skill and is willing to make a sprinkler mod to put out fires?
Just my idea of how someting like this should work..
You have the sprinkler that you put under a roof and needs electricity to work. Once a fire starts you command one of your pawns to flick a switch that turns on the sprinklers (Or it activates on it's own when fire is in it's range.) so it will start putting out the fire.
Probably need C# or someting like that for this. but maybe a water pump with water pipes that work like a Generator and power conduit.
You put the water pump near a like/river for it to work then connect a power conduit to it so it starts pumping the water to the water pipes that go to the sprinkler after that the sprinklers are ready to put out fire when needed.
Sorry for my English, I hope you guys can understand what I wrote.
Just my idea of how someting like this should work..
You have the sprinkler that you put under a roof and needs electricity to work. Once a fire starts you command one of your pawns to flick a switch that turns on the sprinklers (Or it activates on it's own when fire is in it's range.) so it will start putting out the fire.
Probably need C# or someting like that for this. but maybe a water pump with water pipes that work like a Generator and power conduit.
You put the water pump near a like/river for it to work then connect a power conduit to it so it starts pumping the water to the water pipes that go to the sprinkler after that the sprinklers are ready to put out fire when needed.
Sorry for my English, I hope you guys can understand what I wrote.
#10
Mods / Re: Community Animal Pack
September 29, 2017, 08:08:04 AMQuote from: Hydromancerx on February 13, 2017, 09:54:29 PMI don't know if this is the right place to ask but..
Animal Colab Project
http://steamcommunity.com/sharedfiles/filedetails/?id=949283405
Documentation
Does it have a Non-steam download link? It sucks to have to download every mod seperate and keep track of updates.
#11
Outdated / Re: [A17] WW1 Weapons Pack
September 29, 2017, 07:44:56 AM
Looks a little wird when the handguns are that big compaired to the other guns? ( Might be my imagination.. )
Will definitely do a playtrough with it anyway.
Will definitely do a playtrough with it anyway.
#12
Outdated / Re: [A17] DOOM - Factions [26/09/2017] Error fix
September 29, 2017, 07:36:51 AM
No attacks like.. idk.. ripping someones arm off or punching in trough the skull? awww
#13
Releases / Re: [A17] Minions Ver 4.2 Released!!! (now supports A Dog Said)
September 29, 2017, 07:28:57 AMQuote from: Walking Problem on September 28, 2017, 12:53:20 PMIf the serum becomes a thing, the purple raid events aren't needed anymore in my opinion..
That would be painful to do.... lol
Honestly, I have no idea if I am able to ever copy over the pawn data... I will try someday
I'm thinking, if we create our own purples? Then should I still keep the purple raids event? =x
You can always keep the event to prevent your yellow minions from growing out of control, because you would need them to fight the purple ones.
#14
Unfinished / Re: [A14][WIP] Prisoners & Slaves - Testing Release
September 29, 2017, 07:21:07 AM
Someone remake/rewrite this mod? Such a shame to see these features die...
#15
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
September 28, 2017, 10:16:04 AMQuote from: SargBjornson on September 28, 2017, 03:19:51 AMThat would be great!Quote from: tonsrd on September 27, 2017, 08:12:50 PMQuote from: hendrikpfaff on September 27, 2017, 02:25:23 PM
Idea:
Ever tought about adding DNA as ore so you can mine it in mountains and then use a DNA extractor to recover the DNA from the stone, after that you can use a cultivator that you put the DNA that you mined (Diffrent DNA ore's Trex,Veli,tricera,etc) in and wait for your (Wild) baby dino to be cultivated.
I would love to see this, because this is the BEST dinomod in my opinion for Rimworld at this moment.
depends on how its done it could cuase conflicts with this mod Genetic Rim - https://ludeon.com/forums/index.php?topic=35158.0
Naaah, not really. As long as they don't use the same defnames, everything will be fine, and I tried to use unique defnames to avoid that.
I'll make some hybrids with dinosaurs some day, I promise
Now I'm just gonna hope the creator of this Dinomod (spincrus) adds DNA or someting.