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Messages - hyperkiller

#46
there was a group that was visiting when indaved it and moved, they were in restraints also, with my colonist there not in overview and the only thing I can do is draft them
#47
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...
#48
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.
#49
General Discussion / Re: FearTech1
March 30, 2015, 06:00:38 PM
ah alright, I started to play when it was either Alpha 6 or 7.
#50
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>
-->"
#51
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.)
#52
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
#53
Ideas / Re: Nearby Worker Enhancing Buildings
March 25, 2015, 11:34:29 AM
would it only allow 1 item to be effective or could i just mass place the items and a big bonus? or will the bonuses exponentially degrade after 1 (like 1st item is 100% effective, 2nd item would be 50% and 3rd be like 10%, ect?)

Quote from: DNK on March 23, 2015, 02:21:40 PM
Simple idea: buildings (like production/decoration/furniture) that improve worker efficiency/speed/quality within a given radius/room.

For example, you have a medical room with a medical bed. The bed already improves effectiveness, but wait! You've also got a "medical tray" in the room, which increases the effectiveness of any doctor working within 5 tiles. Also, you've got a "life support system", which increases the healing effectiveness/rate of anyone within 5 tiles.

Or, another example, you have a cook stove. Next to it you now also could have a "extra range", which increases your cook's speed by 10%, and next to that you have an "advanced cooking utensil container", which increases speed and quality by 15%, etc, etc.

The point isn't just to make things faster, but to create a new category of buildings (which modders can go crazy with) that serve multiple purposes:
1) obvious increase effectiveness of tasks
2) add something to decorate rooms fitting a given category (now a medical bay is more than just a medical bed)
3) add something that allows you to modularly improve your colony's effectiveness with lesser cost:benefit buildings
4) add something that gives additional research trees to allow the player to strategize more with his expanding colony's needs
#54
Ideas / Re: FIRE EXTINGUISHERS!!!
March 25, 2015, 11:21:59 AM
#55
for the longest time i thought the lathe was broken until i realized i needed machining... lol
#56
Help / Re: XML?
March 23, 2015, 06:49:33 PM
save as all files then the name + .xml (you might need to go into the folder options and uncheck "hide extensions of known files"

[attachment deleted due to age]
#57
Help / Re: XML?
March 23, 2015, 02:26:18 PM
I have little programming but I know how to minor programming and if i'm right, the utf-8 is the Standard Text format, which contains all the characters and special characters such as !@#$%. and to make a .XML, you just have to do a Save AS and save the file with a .XML at the end
#58
Bugs / Re: [W|0.9.727] Lag, Fire causes severe lag.
March 23, 2015, 11:43:07 AM
LOL, I find that funny that your wife deleted your world.
#59
Bugs / Re: Meal stupididty
March 23, 2015, 11:38:23 AM
Are the meals forbidden? Are the meals spoiled? (room below 32?)  take a picture and show us if that still don't help.
#60
Bugs / Re: Cant release prisoners
March 23, 2015, 11:36:37 AM
This might be bad but if you really want to get rid of them, you could just shoot them. (as a last resort) but yeah, check if they have both legs if not make a prisoner bed into a prisoner medical bed and give him a peg leg. (like what he said above)