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Messages - hyperkiller

#61
Help / Re: XML?
March 23, 2015, 11:32:09 AM
XML (Extensible Markup Language) is like a text file but the encoding of it will allow programs be able to read and use it, like rimworld. Its more common to do it with XML since it has a nicer format for the programmer to see instead of a long line of text. (have you ever seen a minecraft crash report o.0) (you are able to view it in a regular notepad but that's what it would look like as a .txt, I tend to use notepad ++ and that can read XML how there formatted. there is a big difference in the looks.
#62
Ideas / Re: FIRE EXTINGUISHERS!!!
March 23, 2015, 11:21:34 AM
I agree with this but there would be one issue, they would probably have to carry one around with them like a weapon. hehe freeze your enemy's to death!
#63
Ah alright, didn't know that, and that's what happens when you post something without knowing it fully. Thanks for correcting me.
#64
trait related ones could give joy like:
psychopathy trait can gain for killing animals/raiders
#65
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)
#66
General Discussion / Re: Personal shields?
March 04, 2015, 11:21:14 AM
Quote from: Ramsis on December 29, 2014, 03:13:33 PM
Quote from: Tynan on December 29, 2014, 03:02:04 PM
Well, the idea is to raise the viability of melee weapons.

The basic way the shields work is that you can't shoot in or out. So you'd use one if you were a melee fighter.

They do take damage and lose energy. If they take enough damage they'll pop and take a while to reset. You can also still be shot by people who are in adjacent cells (melee range).

Eh.... I mean I know why you're adding it but at the same time.... I don't ever use melee for the simple fact that it's pointless nine times out of ten. You don't send a melee fighter against most shooters, if any group is bunched up a melee specialist is going to be obliterated in a moments notice, and should a melee fighter get hit with fire what happens?

Idk just seems a bit odd to add. Now if you make it an item that ANYONE can equip, or make it kind of like a spare life item for people who take violent shots then I might understand a bit.

I tend to use melee for hunting, prevents each other from shooting themselves.
#67
General Discussion / Re: Endless play
March 04, 2015, 11:15:26 AM
I agree to if you want to endlessly play, then do it on a lower level. i tend to like to play randy on the challenge and lower.
#68
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?
#69
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.
#70
General Discussion / Re: Valve and Steam
February 24, 2015, 11:08:54 PM
yeah, the network can be pretty slow for me, living in the country, get satellite for my internet, suppose to get ~3MB but i rarely ever seen it go above 450 Kbps :/
#71
General Discussion / Re: Valve and Steam
February 24, 2015, 12:48:10 PM
Didn't I read somewhere that you didn't want to put it on steam as when you update it, most likely it would break their saves for the ones who don't wanted to stop playing that world at first?

but I also found out in the properties in steam, you can specify which version to be on (default is recommended which will auto update)

personally I like it like this right now.
#72
(havent gotton that far in Alpha 9 yet so not sure if its still the same)
but For me I would say Sieges as I Try to have a good fortified base, I try not to have any casuties so attacking them seems dangerous. With them also having sniper rifles and shooting back, and since snipers where alittle powerful, they tend to insta killed them or take a limb off when one of my colonist got hit.
#73
General Discussion / Re: Food poisoning how?
February 23, 2015, 10:21:17 PM
alright, thanks very much on the information, my cook is only a lvl 6 atm since its a new game mostly
#74
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]
#75
Ideas / Re: Animals.
January 26, 2015, 03:34:20 PM
The only issue That i can see, is that if they require just meat to eat, then some biomes don't have plentiful meat, especially if you play on an icesheet lol. next thing is that how the game is set up, you are going to be Colonist idle thing since they would be part of the colony. rather than that it seems like an awesome ideal lol. and yeah, i agree on armor for the dogs also