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Messages - Creepypastaanime

#1
Bugs / Re: [M|0.6.532] Damaged file
August 15, 2014, 12:19:04 PM
Ok, so i found out what was wrong. I like to set my privacy that only things buy identified 3rd party developers can automatically open or run in the background, but there is usually and option to open the file anyway if i press command before opening, but for some reason it wouldn't let me so i disabled it and opened the file, now its letting my play. Sorry for the trouble.
#2
Bugs / Re: [M|0.6.532] Damaged file
August 14, 2014, 09:14:16 PM
I tried with the default archive utility and got the same results.
#3
Bugs / [M|0.6.532] Damaged file
August 14, 2014, 11:46:27 AM
I downloaded the latest version of rimworld yesterday. I opened the zip, and tried to play the game but a popup message occurred saying the game was damaged and couldn't be played. I thought maybe it decompressed wrong, and moved the folder to trash and tried again. Same message. I thought maybe the zip downloaded wrong and redowloaded then decompressed it again, still the same problem. Is this only happening to me?

i took a piclair of the popup:


Edit: i'm going to give some system information incase its because of my specs or something, but rimworld has always run fine before.

I have a Unibody Macbook from late 2009
Processor:  2.26 GHz Intel Core 2 Duo
Memory:  2 GB 1067 MHz DDR3
Graphics:  NVIDIA GeForce 9400M 256 MB
#4
Ideas / Re: Got an idea for a Storyteller incident?
January 19, 2014, 09:16:07 PM
Rival gang: has a chance to activate if 2 or more raider crews are on your world at the same time. The raiders begin to attack each other, however they are still trying to claim your base.

Friendly travelers: Some travelers pass bye your base. you can invite them to stay a night for a price, you can also betray them and kill/capture them, but they will fight back if you do.

Is it the red wire, or the blue?: while building power conduits there is a small chance the builder will connect wires wrong blow them self up (or electrocute them self) resulting in a fire and an incapacitated colonist. The higher level the builder is, the lower chance they have of electrocuting them selfs.
#5
Ideas / Re: Zombie-Mode and some other suggestions
December 29, 2013, 11:03:05 PM
im not saying fast zombies won't work because i like slow zombies better, im saying that fast zombies would break the bounds of rim world. you would have zero time to react and would basically be relying on turrets. everything in rim world moves rather slow, fast zombies won't work for that. also, i meant to say no zombies can be fast and strong, cause that is an infestation that you will lose to in 5 seconds.
#6
Ideas / Re: hexagon tiles
December 29, 2013, 10:58:22 PM
Quote from: JKTD1919 on December 28, 2013, 12:53:03 PM
Could only constructing be based in hexes? Also, mining wouldn't suffer. If anything, it would be improved; can strike four spots at once instead of just three. This would also make the suggested "smooth out rock walls" command make more sense.
mining would definitely suffer. it would be hard to accurately select large areas to mine, also it would me more complex placement for ore, which would make it harder to find and harder to mine cause you'd have to keep selecting the new peaces that appear instead of simply ming out a square.
#7
Ideas / Re: Colonist planning vs "Hand of god" style
December 29, 2013, 10:54:17 PM
well, for blasting charges, a colonist could be holding the detonator and simply commanding it to explode is really commanding the colonist who has the detonator to detonate it.
#8
Ideas / Re: Large list of ideas
December 28, 2013, 02:29:28 AM
why do you lump titanium with fake metals? just wondering.

also, they haven;t said that there definitely will be an endgame, thats just a suggestion.
#9
Ideas / Re: Zombie-Mode and some other suggestions
December 28, 2013, 02:26:58 AM
wasn't one of this games prototypes a zombie game? i believe it didn't work out, and if the zombies were strong and fast, it wouldn't work at all. no zombies are fast and strong. its one or the other
#10
Ideas / Re: hexagon tiles
December 28, 2013, 02:24:39 AM
hexagon tiles don't really work with wall by wall building. not to mention how mineing would suffer.
#11
i would definitely like an endgame where you become a town and possibly get anti ship weapons to stop raiders before they come, but theres a catch. you've beaten the weakest, but now terrorist, Anarchist organizations (or democratic rebels if you keep loyalty through fear) now group, and assimilate, and become strong and attack from the inside when you least expect it, they set up secret bases, and now you need to survive an even greater threat that comes with greater responsibility. When you say "oh, i want a safe end game" then your just being stupid. go play Phobe friendly if you want to play safely, otherwise don't shove a peaceful endgame onto people who like the tense feeling when you don't know weather your colonists will survive the next day.
#12
Bugs / [M|0.0.254] Building graphics bug
December 21, 2013, 06:50:08 PM
im not sure for how long this has been happening for, but today i loaded up a world, and i saw that there wasn't a building to be done, so i made my builders start placing carpets in my new base, and when they did i noticed a yellow flash randomly while they were building, i managed to pause it and get a look, it was the lighting bold for electricity, i took a picture
#13
Ideas / Re: some ideas
December 21, 2013, 05:07:47 PM
iv never had a short circuit from a wall...
#14
Ideas / Re: After about 20 hours of testing...
December 21, 2013, 05:06:18 PM
it would be, but i think it would take away more than add, if there was a better combat system, then turrets could stay the same and that way it would simply make it funner.
#15
Ideas / Re: After about 20 hours of testing...
December 21, 2013, 02:26:42 PM
you said you have no problem holding off raiders, so why should turrets be more powerful? also, you can put weapons in equipment racks, but only 2 per rack.