RimWorld

RimWorld

(A16) The Boom Box v1.0c
21 Comments
Hjack9090 19 Oct, 2019 @ 9:40pm 
rip update
LunashineK9 (She/They)  [author] 7 May, 2018 @ 8:05pm 
@Hijack9090 Eventually I'm sure I'll get to it, maybe around the beginning of June
Hjack9090 5 May, 2018 @ 9:03pm 
Every planning on an update?
LunashineK9 (She/They)  [author] 19 Jan, 2017 @ 2:00pm 
@GryffinHunter When I get home I'll look at the explosive radius of them
GryffinHunter 19 Jan, 2017 @ 12:55pm 
also, how can i fugure ou exactly what a good distance of separations for the mines is? a guy stepped on one mine and blew my entire mine field
GryffinHunter 19 Jan, 2017 @ 12:54pm 
thanks
[Recon]The Famous Zombie Hunter 17 Jan, 2017 @ 4:51pm 
@AshbornK9, can you list the stats for these somewhere? Primarily, even just the damage.
bthgordon 16 Jan, 2017 @ 5:57pm 
@AshbornK9
Alright. Can't wait for it, man!
LunashineK9 (She/They)  [author] 13 Jan, 2017 @ 4:20pm 
@GryffinHunter They should be sold in weapons traders randomly

@bthgordon I will once this mod is under active development, its currently on hiatus until my other mod nears completion.
GryffinHunter 13 Jan, 2017 @ 1:14pm 
how do you actually obtain the mines? can i create them? do i trade them?
bthgordon 13 Jan, 2017 @ 12:33pm 
Would it be possible to do a collab with Combat Realism to make a compatibility patch for these two mods?
LunashineK9 (She/They)  [author] 28 Dec, 2016 @ 1:14am 
@Deagroth I could honestly do both, and mines haven't really been a priority to me for Project Fallout, however it would be quite easy. As for cryo, I can inflict the frostbite damage, and among other things inflicted, render them momentarily frozen or paralyzed.
Deagroth 28 Dec, 2016 @ 12:12am 
@AshbornK9 Oh, I completely understand. I found this mod from your Fallout one :shhappy:

I just remembered that you wouldn't have to add it to your list for this mod, the Pulse Mine from Fallout serves the exact same purpose and would fit in better over there. Along with the other mines from Fallout 3 it might be a good theme for an update: the Trapper Update? You already have the Detonation Update.

Unfortunately the Cryo Mine would probably have to be left out as Rimworld doesn't have explicit cold damage, but creating a small area of extreme cold or afflicting targets with varying levels of hypothermia (perhaps dependant on ambient temp and proximity to the cyro mine). Though both could be defended against if the target(s) have a low enough minimum comfortable temperature.

Just some ideas if you feel like chewing on them. Either way, thank you for the mods you've made. :Gifting:
LunashineK9 (She/They)  [author] 27 Dec, 2016 @ 11:22pm 
@Deagroth While definately codable, not exactly real in the form presented, but since you requested it I'll add it to my list. However as a note, this mod is pretty much not being worked on currently, since my other mod is my priority.
Deagroth 27 Dec, 2016 @ 10:21pm 
Do you think that an EMP Mine would be possible? It would be nice to be able to lay traps for shield toting raiders or setup an ambush before releasing an ancient danger.
LunashineK9 (She/They)  [author] 22 Dec, 2016 @ 12:38am 
Updated to Alpha 16
LunashineK9 (She/They)  [author] 23 Oct, 2016 @ 8:38pm 
New update, adds 2 types of Bouncing Betty AP mines and an Incendiary grenade
LunashineK9 (She/They)  [author] 14 Oct, 2016 @ 4:06pm 
While that would be interesting, and there is *technically* a nuke landmine posessed by the US, I don't know if it'd be good to implement.
Dez The Dapper Bocchi 14 Oct, 2016 @ 2:14pm 
nuke kills everything on map unless if you have something in 5 layers of plasteel or a greater material
Shield of Ultramar 13 Oct, 2016 @ 7:15pm 
Sorry I had to XD
Shield of Ultramar 13 Oct, 2016 @ 7:15pm 
Is G8 M8 R8 8/8