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Messages - hendrikpfaff

#16
Quote from: Walking Problem on September 28, 2017, 12:34:21 AM
Quote from: SpaceDorf on September 27, 2017, 05:18:02 PM

No, actually I meant what followed after .. if you turn tamed yellows into purples they become untameable and you have an uncontrollable army of flesh eating monsters ..

- remember Evil, not smart.

Quote from: Canute on September 27, 2017, 05:42:25 PM
I think that is the smallest problem! :-)
Do you realy think when you turn someone into an evil one he is still the same ?
But if you think about these serum it would be nice if you can keep the name with an Evil-prefix.
I think the serum should work like an infection/poison. After you inject it to the minion he should act normal a few days, then goes berserk for a day, and then become a tamed evil-minion.

Yes evil minions are hard to tame, and i was not succesful to tame or get a bond with a pair of them. And i tryed it with the Jedi-tamer, who could brainwash the minion if he get angry.


Ah.... I see what you all mean...

Interesting. That would add a new dimension into the game, when you need to buy the PX-41 serum to turn the yellow Minion into a purple Minion....

So what you guys think it should work? Could it be: You have a tamed minion, set operation on it, apply serum, then it will give the yellow minion a "disease", which it will get more and more serious until it "dies" and respawn as a purple.....

The name cannot be kept... at least I have no idea how to code that. 

---

Should I nerf the Purple a bit more? Like half the life?

Exactly what I ment, I'm just not that good in English. XD
Someting like.. You buy the serum from the traders then you administer it to the minion trough operation after that you get the effect of the serum and it keeps getting more severe intil it dies and spawns a Purple one. (Maybe you can make it so that it uses the devtool for taming it when it spawns)
#17
Quote from: Canute on September 27, 2017, 12:43:39 PM
Since you just need 2 minions to breed an army of evil minions, and their fighting abilities are too strong compared others i don't think thats a good idea.

Make it so that Purple Minions don't breed?
Then if you had a serum that you have to give to a normal minion it could be made from a thrumbo horn and neutro or someting valuable.
#18
Releases / Re: [A17] Dinosauria: A Rimworld Mod / v1.1
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.
#19
Maybe the serum (As drug) to transform then into the purple minion. (Maybe make it costy so it can't be produced so easily)
#20
I forgot to tell you that the Trading Economy mod also brings 3 Walkblem weapons (2guns,1sword), Walkblem Smokepop and a Walkblem Power Armor.

When the next update comes out for CE, could you update the Trading Economy patch to have the Combat Extended mechanic?
#21
Gone for some time.
#22
Quote from: StyleDragonLP on October 05, 2016, 01:49:42 AM
can you add gargoyles and theyre working like turrets just that they spawn a pawn wich then attacks. sorry for bad english
I dont think i can do such thing :/
If you have a turret it spawns a pawn the pawn will be automatic trained all than it goes wrong the pawn will act like a normal pawn and not a pawn that will stay on the position it needs to be.
sorry for that but i simply cant do it.
#23
Quote from: Canute on October 04, 2016, 01:19:52 PM
I never notice a "cloud", i just notice my hunter just miss most of  the time. Yes i see an area when i target manualy, but the cross is a bit to small, should be 3x3 at last.

Ok, maybe it is more useful when the bookuser stay in the 2. row and fire on big waves of attackers. But as hunting weapon it is worthless.
Than dont use it as a hunter weapon simple enough  ;)
#24
Unfinished / Re: Mechs for Rimworld
October 04, 2016, 01:54:05 PM
Quote from: AtomicRavioli on October 02, 2016, 05:06:11 PM
Quote from: hendrikpfaff on September 22, 2016, 03:05:43 PM
Quote from: Thirite on September 22, 2016, 01:43:57 AM
I'm sure someone of such caliber as an Undertale fanboy that uses unlicensed art assets taken from a Google Image search will produce not only working vehicles but weaponized mecha in Rimworld! I will wait with bated breath.
Everyone has his own fav games man.
And i will do what is possible with xml but no need to be suck a... sarcastic dick.
Ow and if you can make it better than a "undertale fanboy" do it your self.
Those texures are just for now i have someone that is making new texures for me maybe you need to make sure you have solit agruments first.
(Sorry for my english)


Publishing a mod utilizing outside assets without permission of the original creator is dishonorable and potentially illegal, even if they are only placeholder. I would suggest instead using something available under creative commons.



Quote from: Master Bucketsmith on September 22, 2016, 05:55:49 PM
Quote from: Thirite on September 22, 2016, 04:24:00 PM
Quote from: Master Bucketsmith on September 22, 2016, 03:09:22 PM
Right, let's bitch to the people who are creating content free of charge! That will surely motivate the modding community to make more!
Fucking asshats have the reasoning abilities of a teddy bear.
Please watch your language sir, there are children reading this.
Right, because it is not the intent that matters, but superficial stuff like choice of words... ::)
If you don't like replies like that, don't provoke them.
If you want a constructive discussion, then build one. ;)

You shouldn't be making vitriolic replies like that in the first place. Nobody here is responsible for the way you act.
I do not use any textures of the internet anymore they where replaced days before this post whas made by someone that created the texutures for ME. please look up your things before commenting.
#25
Quote from: Canute on October 03, 2016, 02:21:25 PM
Not brewing.
Ok, that was the mistake. But then you should change the Research prerequisites to brewing and scratch drug prod.

Ok, i just made a Masterwork toxic book, but i am realy disapointed from the accuracy. Even a normal assault rifle hits better beside on touch range.
But i think spells are controlled by mind and should have a pretty hight accuracy, but remove the burst them.

btw. did you ever try to use a hellfire wand as digging tool ? :-)

XD yes i did try to use a hellfire wand as digger tool
Uhm you didnt look at the changelog? already changed resc for potions
And i think its needs to be so inacurate bec its a strong weapon for taking down groups not single pawns bec its a "toxic cloud"
#26
Quote from: Canute on October 03, 2016, 06:19:40 AM
Ok, just researched Magical potions and can't build the potion maker.
I think the issue is you misspelled it, couldron not cauldron. At the research you did it right.
For now i just placed one with the Dev mode.

Did you have MagicalPotions and Brewing rescearched or just MagicalPotions?
#27
Quote from: Canute on September 26, 2016, 01:33:37 PM
Does you remember what fight it is to kill a Thumbro ? You need a small army just to get one down without casualties.
But 2 people with wind hairs  and electro wand, no problem. The electro effect kills it not the damage. And with the hairs they can keep on distance.
Need to test them on centipedes next.
Balance updates coming soon :)
#28
Quote from: Master Bucketsmith on September 25, 2016, 05:34:20 AM
Quote from: Thirite on September 24, 2016, 07:34:28 PM
Please refrain from posting without reading the thread first.
I did! I'm just replying in the same way you would on other threads. :(
Why? don't like when it happens?
It doesn't make my earlier post any less true. There are multiple mods that add to the variety of animals. ???
As per what moderators have said, it's not against the rules to voice this, for you, for me, for anyone.
Please don't turn this into a personal crusade, man. There's nothing malicious behind my post.

User has been warned for harassment, further actions will result in a temp-ban.

-Ramsi


Lol is that called harassment?
Thats just someones opinion and a smartly build reaction.   :P
#29
Updated 1.6.5
Some fixes.
#30
Quote from: Canute on September 25, 2016, 12:40:27 PM
I think the Windstruck Hair with +6 m/s is too much  +2 m/s like the other hat's or maybe +3 m/s.
Same with Speed Sigil that got +25 m/s,  i think +5 m/s should be ok since you can wear it with the other stuff.

You should update the 1.post with the new stuff, and maybe add some info about the bonus stats.

Edit:
Can you tag the appearal with Magic maybe. And don't forget to tag the hat's with the headgear tag. Currently all the hat's appear at the main appearal listing and not under headwear.
Sorry im still new to this should be fixed soon.