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Messages - ChaosChronicler

#16
Mods / Re: Artist Wanted
January 02, 2018, 10:12:28 PM
maybe?

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#17
Mods / Re: Artist Wanted
January 02, 2018, 09:00:14 PM
okay just checked back and will change the color. But for now I'm putting the processing bench together. Again this is W.I.P not final, trying to make some pipes for it

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#18
Mods / Re: Artist Wanted
January 02, 2018, 07:34:51 PM
was doing some gradient shenanigans for the chem fuel (or gas, actually is it going to be just oil or chem fuel for this mod) and different tones of red for the barrel.

Though probably should have asked what color scheme you want some of this stuff? 

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#19
Mods / Re: Artist Wanted
January 02, 2018, 05:11:17 PM
working on barrels. Anyone know what color processed chem fuel is?

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#20
Mods / Looking for Programmer
December 31, 2017, 03:14:06 PM
Just putting out a general call to anyone willing to partner up with me for a mod idea. I'll be the first to say I don't know a thing about C#, but do know that it will have to be used for what the mod does. Other than that I am an artist and will be doing the art for it.

what I want to do is a mech mod for rimworld. We already have some great vehicle mods already with Cpt. Ohu's Orbital Hubs United and Roolo's Giddy-Up! mod. Thought throwing mechs into the mix might be an interesting thing for the game.

If anyone is remotely interested or give me some pointers on how to go about doing this would be much appreciated. 
#21
Never had a problem with the whole "deadman" cloths seeing as I mostly sell the stuff from raids or recycle. Though I do find it a tad funny that my colonist don't mind jacking a gun off of a dead raider eve if said gun blew the head off of another colonist.

However I would like to have a washing machine function to the game. Basically gives a temp buff to the item having a slower degradation, or colonist mood buff. Come on who dosn't like the feeling of fresh clean cloths straight from the dryer?

Hm, probably should have a dryer too
#22
*raises hand* Question: what exactly is this mod about?
#23
Quote from: Madman666 on December 14, 2017, 12:00:33 PM
Ok, I've never laughed so damn hard in all my Rimworld playtime... I love how modded factions also can have mounts. It blends really nicely with Medieval mod (although added speed to armored knights makes it damn challenging), but when it comes to other mods... like TiberiumRim or Rimsenal. imagine federation Peacekeepers that wreck havok and spread destruction and despair on a... doe? Or scrin hive mechanoids merrily riding to you on wild boars? God, it was really damn tough to climb back from under the table, where I was rolling on the floor laughing my lungs out. For that alone this mods NEEDS to be in core game! :)) On a serious note I think this needs to have some kind of tagging system for animals, that defines which types of pawns can spawn with which animal mount or without it. Will probably require compatibility patches though. Leaving it like this is fine as well - having fun makes you live longer))

Now I need to find horse mod for medieval knights. It will be epic.
I'll see your Peacekeepers riding on Does and raise you a Chimp on a T-Rex  ;D
#24
Quote from: Shotgunfrenzy on December 07, 2017, 05:50:34 PM
Just got the 64x64 image, resized it to 256 using paint.Net, traced over the original, added shading and voilĂ  texture :) So yeah no clue what your doing wrong cause it works fine for me.

Could be the fact that I've been exporting it at 64x64 and no larger. That and I use inkskape.
#25
Hey got a question about the weapon texture pack. How do you keep everything so smooth? Been working on tweaking the textures of a weapon mod I've been working on (and off) and each time converting vector to .png always blurs it. Noted I did convert the size to mach it too the textures found in vanilla 
#26
Quote from: JinxVanAshke on December 06, 2017, 03:50:30 PM
Quote from: SpaceDorf on December 06, 2017, 02:06:14 PM
Quote from: kubolek01 on December 05, 2017, 02:08:54 PM
Too. Many. Mods!!!

What he said.

Yeah at this point I almost dread looking at the forums and finding another Jengo piece to add to my tower of mods. So far while I have a few red errors they seem harmless. Eventually though I know I am going to add one that knocks it all over.

On the topic at hand, I think I am going to host a Rimworld pitfitting arena now 100 minions vs 100 rabids.
I know what I'm doing today  ;)
#27
Thanks Haplo, always considered your map generator an essential when doing a play thru.  :)
#28
Hm, I wonder how much it would take to make an Hunter-Killer mod?




#29
Unfinished / Re: Rimworld Trooper [SST Mod]
October 05, 2017, 11:46:58 PM
Look at his signature, SST: Federation is in his to do
#30
Unfinished / Re: Rimworld Trooper [SST Mod]
October 01, 2017, 04:25:12 PM


Started work on the actual power armor since I got a little frustrated by drawing the side view of the flak armor.

Been contemplating whether to keep going with this and start a new project since Walking Problem's working on a similar mod. They have more experience than I do on coding and vector imaging. Wouldn't really be a loss since all I really want to see is the Terran Federation in Rimworld, and hey it be a better product.