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 on: October 03, 2022, 07:29:25 PM 
Started by mastrude - Last post by mastrude
I know this is a simple question. Forgive me. I have old flagstone where I want to plant a field. Can I remove it? Replace it with soil? How to do that?

 on: October 03, 2022, 04:51:45 PM 
Started by Chicken Plucker - Last post by Chicken Plucker

Decided I have time to redo implants and make them accurate to Dead Frontier's. May do the two corpse weapons as well, cause why not

Celerity Implant
Increases the user's speed by 25%
Increases the user's global work speed 25%
Increases the user's chance to dodge melee by 25%

Destruction Implant
Increases the user's melee damage by 25%

Ultra Boost
Increases the user's global learning factor by 50%
Increases the user's melee damage by 75%
Increases the user's speed by 75%
(+ chance to dodge melee by 75%, + global work speed 75%)
(Technically a drug, not classed as an implant, however will be forced to use the implant system for this one. It will be the most expensive one of them all.)

I have more implants coming. Nerotonin virus will have vials as their textures, and most of the other implants will be just recolored versions of what is above.

Creature WIP:

The plans for this abomination is to have it be a wild animal. It spawns without an incident notification, it is able to open any doors to follow its target. Surprisingly agile when it wants to be, with it's body riddled with its previous victims.

The creature is far too unpredictable for even VOID to keep under their clutches, and thus they will be tormenting players apart from the faction. Very few who have encountered it alone and underequipped have survived to tell the tale, however its weakness is that it is outclassed by much of the extreme Nerotonin-4 mutants, standing only 7 ft tall against the average survivor, though what it lacks in power makes it up in stealth.

This creature belongs to Dead Frontier 2, it is the only creature able to follow you for long distances in the in-game world, in DF2 it is unkillable (although in this mod it will be), and sprints whenever you look away from it, so it seems you can never escape the stalker unless you make it to an outpost where it will finally relent.

 on: October 03, 2022, 07:40:56 AM 
Started by Gemeciusz - Last post by Gemeciusz
Could someone with the knowhow create some pretty gold trimmed Prestige Warcaskets for my (otherwise useless) nobles please?

 on: October 02, 2022, 02:43:36 PM 
Started by Rex705 - Last post by Rex705
It is festival time in the kingdom. Come enjoy the show with Queen Bella.

 on: October 01, 2022, 11:02:20 AM 
Started by ProtoBob - Last post by ProtoBob
Does anyone have tips on how to create a C# mod that adds apparel to the resource readout?

 on: September 29, 2022, 05:07:09 PM 
Started by Chicken Plucker - Last post by Chicken Plucker

New Nerotonin-8B textures for their stack. Special thanks to Van for helping improve the textures and providing that big tray, even though I literally did it the same way he did. Will have to credit him later in the about.xml (note to self)

Melee weapon retexture:


Dusk Razor


Due to time constraints the corpse weapons will not be included this time, so no more corpse destroyer and corpse plaster from previous version. Unfortunately the nature of those organic weapons require a lot of detailing, and I have wasted enough time trying to fix up loose ends to get this mod out soon. If I am ahead of schedule I will see to re-adding those weapons.

For now, this is the current progress and more to come soon. For the rest of the week and the following week after, I will sadly be busier due to work but I'll try to keep progressing.

 on: September 28, 2022, 11:36:13 PM 
Started by Chicken Plucker - Last post by Chicken Plucker

VOID Helmet
WIP, just need to add lines to the metal tube for side view

VOID Reactive (Male)

VOID Reactive (Female)

No shoulder guard version done by TMC a while back. Happy with its appearance, bit too late for last minute requests to change a few things I am not entirely happy about, i.e. belt colour and the grey lining shade looking too close to each other's shade of grey. Ultimately decided to have the shoulder guards removed though I liked them, in order to allow cloaks and coats to look more fluid being worn with the armour.

Working on the cloak currently, then the remaining melee weapons of the faction and then off to code them.

I also plan on a few more previews for their coming workshop page.

Previously unreleased textures here of the most powerful creature from VOID's original planet, added among their ranks.

Devil Hound:

A mutated K9 that broke out of the wasteland barrier and into the inner city, rampaging across the streets of Fairview and soon into your Colony in numbers. This creature is the fastest creature in Fairview. It's natural weapon is it's incredibly matt mercery toothy maw, with highly advanced armours like the Vengeance Guard and VOID Reactive able to withstand it at least once, though the same cannot be said for the wearer's innards.

The main way to defeat this creature is lots and lots of firepower, its main weakness exploited by elite survivors who have faced it before, is its lack of intelligence.

wow. i very much look forward to a return of the VOID mod.

Hey n3x! good to see you again, I look forward to it too my friend.

 on: September 28, 2022, 03:05:14 PM 
Started by Alenerel - Last post by Alenerel
When rolling pawns in tribal, I get the feel that there are many pawns with the trait undergrounder. I was watching a youtuber that uses no mods, and he got a similar result.

It was so annoying rolling pawns to choose that I ended up ignoring it... THen noticed that 4 of my 5 starting pawns were undergrounders.

I was wondering if you guys have the same experience or if its just me, or if this is intended or a bug.

 on: September 27, 2022, 06:27:10 PM 
Started by Chicken Plucker - Last post by n3xuiz
wow. i very much look forward to a return of the VOID mod.

 on: September 27, 2022, 06:16:46 PM 
Started by Chicken Plucker - Last post by Chicken Plucker

Restarted working on VOID. Fell away from RimWorld for a bit to enjoy time off doing other things, modding stressed me out at some point. I intend on finishing what I started, and the current goal is for VOID to come out this October.

This is going to be VOID's new preview. Spoiler alert.

I've made some corporate style propaganda posters. It's not aimed at their enemies, it's more part of their day-to-day if you were a member, this is the kind of stuff they bombard you with. They try to present a perfect world to their secret society, those who they deemed worthy to invite, and they believe that the ends justify the means when it comes to how those excluded from their group are treated.

More coming soon, but big plans for the presentation of the mod and plans to finish all textures, whatever little remains and finish all coding thereafter

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