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Topics - hyperkiller

#1
Ideas / Kibble requirements
April 16, 2016, 02:36:33 PM
It says the kibble requires 1x (meat) and 1x (veg) of ingredients so i was confused of why i couldn't make any. Then I noticed one of them hauling 50x (i think i saw) of each to make the kibble which makes 50 kibble.



#2
Mods / mod for animal surgery?
September 07, 2015, 11:31:10 PM
I unfortunately had one of my dogs get their legs blown off when it was a pup from a scyther drop pod attack.

Is there a mod that adds in a surgery for animals?
#3
the man eating warg died from bleeding out, I think... When i went to see, it gave me this error and the error log come up in the health tab. when i exit out of the tab it wont show anything of information on the health tab.

[attachment deleted due to age]
#4
I been noticing that one of my hunters will go kill an animal then walk to it, touch it, then go hunt a different animal. I think it might have to do something with her trait of non hauling (no Dumb Labor)

edit* been watching the person, seems like its just a random chance of them not hauling it back.
#5
Ideas / Get materials back when replacing a wall
August 28, 2015, 01:29:41 PM
I've noticed for some time that you loose the materials if you replace a wall with like a vent, so since it technically don't get deconstructed you don't get that wall material back.
#6
is there  a layout to do this?
#7
Bugs / [W|0.10.780 Rev 915] Hauling loop
April 18, 2015, 01:27:06 AM
my colonist Ollie Barkeeper picks up the item and throws it out of the zone then picks it up and places it back, then repeats. it appears they do this when adding a floor under the stockpile with no slots left or something like that.

i find it funny, you can tell the colonist to manually construct the floor which will fix it so its not a big deal. i added the mods tho i dont think they will be necessary as i haven't gotten to them yet in game

files to big so heres a link
https://www.dropbox.com/s/2g2bpqyfsvv4s3g/NairVI.zip?dl=0



[attachment deleted due to age]
#8
I usually only edit the save file if I start with bad health. For example my first A10 world I got 3 colonist with bad backs and two of them also had frail, and one had shot in the leg and the other had one of their arm.
#9
General Discussion / Prisoner Fights
April 17, 2015, 01:35:44 PM
So i thought this was funny, i had 4 prisoners and non of them were broken, one broke but then we beat him and made him knocked out, but he regain his sanity and after that. he always attacked this one prisoner in with him every time he woke up. he wold fight back and when either one of them gets knocked out then they stop. but as soon as they both were up, there was fighting.. i first noticed it when one of the went into the bed and the other guy ran up and started to beat him up, then took his sleeping spot.
#10
General Discussion / .rim and .rwm saved files?
April 14, 2015, 11:38:25 PM
just noticed the two files. What are they?
#11
I moved a saved game, and the world to my other computer, the map is a large map but when I started to play, all NY colonist are in restraints and I'm getting null factions in console

1st thing that errors on load is
"could not resolve to object with load I'd colony 1292666336 of type rimworld.faction. was it compressed away, destroyed, had no ID number, or may not saved/loaded right?"

edit* still no luck, could it he that I saved in in win7 and tried to play it in win8

edit2* I was modifying the world file and I ended up corrupting all my saves on that world,,, whoops :/
lesson one that I forgote to do, backup he files that you are changing...
#12
Help / New research upgrades?
March 30, 2015, 06:16:27 PM
I know you would need to make a research.xml, but after that i dont know how to make a mod that will apply upgrades to, like a improvised turret, to increase its health by x number of units, or to make it more accuate.
I would like to make them repeatable but increases its cost of researching. like this tech will cost 200 and it will increase turret the accucy by 1% or so, then 2nd would be the same % but would cost maybe 400, then 800 and something like that.
#13
General Discussion / FearTech1
March 30, 2015, 02:18:47 PM
Was just looking through the files to get more familiar with modding, was going to make sniper turrets but I found the turret pack that someone else made. but while trying to figure out how the research works, i stumbled across this in the research. Its commented out so it ignores it and was thinking of un-commenting it, as soon as i saw this i laughed a little and was like, that's a little evil. lol
(still not sure how all this works out yet. like researching upgrades to take effect on items like that turret cooling, would like one to increase its range, health and maybe ones to increase doors opening speed and health and walls health and maybe fire resistance)
"<!--
  <ResearchProjectDef>
      <defName>FearTech1</defName>
      <label>fear tech 1</label>
      <description>Research new ways to inspire fear.</description>
      <descriptionDiscovered>You can now build gibbet cages to display the corpses of dead enemies and colonist troublemakers. Those that look upon them will feel intense fear and disgust. This is an ancient, crude, but and powerful device.</descriptionDiscovered>
      <totalCost>150</totalCost>
   </ResearchProjectDef>
-->"
#14
Mods / [mod request] modular anti-mortar forcefield
March 30, 2015, 10:53:35 AM
A forcefield mod that can cover and protect the base from mortars, can have multiple components like the main generator which can store a certain amount of energy and gets some energy taken when the shield is hit by a mortar. Extenders which is the item that projects the forcefield in the area (like a 5x5 area or something and can be attached to make a bigger grid) (may or may not require energy since the forcefield generator is whats makes the forcefield) ( the generator can store up with enough energy to protect against like 10 shells but recharges slowly or able to protect against 1-2 but charge alittle faster.)
(or have the generator modular to where you can add batterys types to store more protective energy)

would be useful to protect critical areas in the desert and such. (battery room, if someone actully does that, mess hull, etc.)
#15
Ideas / sleep anywhere beds
March 30, 2015, 02:11:45 AM
have an option as a free bed, to where a colonist will pick that temporary bed if there a distance away from the colony and from their own bed


playing on the largest size map possible and with them mining takes hem a while to walk. I tend to have small temp bases for them
#16
Ideas / Extra inventory slots for colonist
March 04, 2015, 11:26:11 AM
It help be helpful if they have 2 additional slots for themselves, 1 for a meal like the raiders and the 2nd can be a medical, so they can be healed in battle but it would not require a med bed to perform healing as what would defeat carrying it. (but it would be far less effective than a bed) (maybe just to stop the bleeding then when they get back to the bed, they can get better treatment for it)
#17
Mods / Request/Woundering for air conditioner in alpha 9
February 27, 2015, 12:04:35 AM
just woundering is there was a mod (like vents between rooms) too keep the rooms cool or warm?
#18
Ideas / Able to pick Your Save Location
February 26, 2015, 09:44:53 PM
I tend to play on multiple computers so it would help if i could change the save location to like Google Drive.
#19
General Discussion / Food poisoning how?
February 23, 2015, 10:09:03 PM
So I noticed that majority of my colonist are getting food poisoning, Not sure how the Food poisoning mechanic works but thats a picture of my freezer atm. and also how are you guys able to upload a full picture? it was 3MB where it only accepts 600Kb, had to crop it a lot

[attachment deleted due to age]
#20
Ideas / New trait, Nocturnal
January 17, 2015, 12:24:57 AM
Just like it says, a trait for a colonist to be active at night instead and sleep in the day. :D