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Messages - Hydromancerx

#466
Outdated / Re: [A15] 10000 BC Mod
November 26, 2016, 07:30:16 PM
I really like this basket! And having palisade walls would be nice!

[attachment deleted by admin due to age]
#467
Outdated / Re: [A15] 10000 BC Mod
November 26, 2016, 07:25:19 PM
Wow so many crafting stations too!

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#468
Outdated / Re: [A15] 10000 BC Mod
November 26, 2016, 07:21:21 PM
Here are some more sample art from those mods that might be useful.

[attachment deleted by admin due to age]
#469
Outdated / Re: [A15] 10000 BC Mod
November 26, 2016, 07:14:56 PM
Will you be using stuff from these abandoned Prehistoric mods?

Neolithic Mod (Alpha 7)
https://ludeon.com/forums/index.php?topic=7321.0

Project Eons (Alpha 9)
https://ludeon.com/forums/index.php?topic=11311.0

Rimworld Ascension (Alpha 13)
https://ludeon.com/forums/index.php?topic=20366.0

Also I tried to make a mammoth for the Taiga mod but no luck. However the Taiga mod has my Woolly Rhino now.

I have lots of ideas for a Caveman mod if you want ideas.

Here are some of my experiments using slow era teching.

Slow Tech Experiments
https://ludeon.com/forums/index.php?topic=27487.0

In that I used the Neanderthals from the Beasts Mod.

In those other mods above they had some cool art (see attachments)

[attachment deleted by admin due to age]
#470
Unfinished / Re: Tools for Haul Revived?
November 25, 2016, 04:40:33 AM
Anyone know how to equip a wagon?
#471
Ideas / Mod Order Saver
November 23, 2016, 07:53:16 PM
In the mods menu the ability to save the order in which your mods are in incase something goes wrong. Its a pain in the butt to load them all up for a save if you get them out of order or use a total conversion mod like the Mars one and then want to go back to a non-mars saved game.
#472
Mods / Re: Art Modifications - Resources
November 23, 2016, 12:39:56 AM
I found some great sprites on Deviant Art. They apparently can be used if you give them credit.

http://neoriceisgood.deviantart.com/gallery/46067098/100-x-Pixelart
#473
Well I tired changing the version number but it did not work. And since I was mainly after the weapons and armor I tried to extract them into a private temp mod but that did not work either. Trying to extract the right files from the SK Hardcore pack seems nearly impossible since its merged with other mods.

Any tips on how to convert it on my own? I have modded other game but am still learning how to mod Rimworld.
#474
Are their any plans to update the Pirates and Vikings to Alpha 15?

I saw they were in the Hardcore SK pack but I was wondering if there was a stand alone version.
#475
Mods / Re: [Textures] Animal Hats
November 20, 2016, 10:51:20 PM
Will you be making other hoods such as a Bear or Cat?
#476
Stories / Re: Slow Tech Experiments
November 20, 2016, 06:12:44 PM
I updated the list with the Copper and Bronze Age. I am currently in the Stone Age in my game. I have adjusted the list above based on more research and game balance. I had a few big events happen at once so I jumped quickly from Homo Erectus to Homo Sapiens / Prehistoric to Stone Age. I am not sure how balance wise that was but having a raged weapon for hunting and the ability to fish has really helped when there is no food to forage and I cannot grow crops yet.
#477
Unfinished / Re: [A15][WIP] Taiga Creatures
November 20, 2016, 06:01:51 AM
Ok I made some Snow and Rock Rock Ptarmigans. Both Male and Female too. (see attachment) I did not do a baby but I assume you can use the base game baby chick art for both.

Many thanks in advance!  ;D

The art below are just an example. The full set is in the WinRAR



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#478
Unfinished / Re: [A15][WIP] Taiga Creatures
November 20, 2016, 05:23:19 AM
Awesome! Thank you!  ;D
#479
Unfinished / Re: [A15][WIP] Taiga Creatures
November 19, 2016, 07:09:24 PM
Please update soon! I cannot wait for the woolly rhinos!  ;D
#480
Unfinished / Re: Tools for Haul Revived?
November 19, 2016, 05:17:41 PM
Well the old topic seems to be still there.

https://ludeon.com/forums/index.php?topic=12282.msg269903#msg269903