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Messages - OpposingForces

#16
crap, i'm an idiot. i remembered it was there previously, but couldn't see it this time. thanks for reminding me.
#17
well like the subject says...
anyways i decided to play through the newish alpha 8 since i hadn't yet. decided to play on phoebe friendly and on base builder mode, but now i'm bored and want more raids. i've looked at the save file but all i saw was greek(xml)  and i don't speak greek(xml). i'm assuming there's a section i can edit to up the difficulty a bit. any body know what that would be?
#18
General Discussion / Re: Call for testers
December 06, 2014, 05:51:12 AM
Quote from: slauenbach on December 06, 2014, 05:34:12 AM
Whats in it for us???

you mean besides playing alpha 8 early? and besides helping make the game more stable? i suppose nothing at all.
#19
um, this i already know. but thanks for the feed back. the issue was i didn't know about the change to were you have to click metal wall then pick wooden from the selection box. not a big fan of this change.
#20
hi all, just fired up alpha 7 and noticed that i can't build wooden walls. i can build wooden floors. not sure why that is. also i can't seem to be able to build anything outta wood(except floors).
#21
Mods / Re: Prosthetic and robotic limbs
August 18, 2014, 03:52:13 PM
i dont know about the stone thing, but prosthetics would be nice to have. more advanced ones could even be especially vulnerable to emp weapons as a nice counter balance. all your colonist have advanced prosthetics? raider with a well tossed emp grenade stuns the whole lot. would definitely add an interesting twist.
#22
Stories / Good bye alpha 6 colony, i hardly knew ye...
August 18, 2014, 03:43:28 PM
the colony started off fine (base builder, casual difficulty), a few small raids. we grew and prospered. there was mayor, phd, dead eye, green thumb, miner, preacher. preacher was the first to die. caught a stray bullet in a raid. he had no business being near there since he refused to fire a weapon. he was a good medic could've used him later when both phd and the mayor got their legs shot off. once i realized they would never get out of bed again i had to do what was best for the colony and put both of them outta their misery. then came a fateful day when an ai core dropped from the sky, finally we could finish our ship and get of this planet we called altair, but it wasn't to be. inside the core we found 3 mechanoids armed with heavy charge cannons, we killed two but the third barely still working wiped us all out in one blast. what a sad day. nearly a year on this rock and almost off of it. only to bleed out with my friends in the scrub brush at the end of a mechanoid cannon.

PS. i think tynan needs to take another pass on the ai core event. seems to be way overpowered. my guys barely had any skill with weapons and weak armor and weapons and still the game sent three mechanoids at them. was fun though. :D
#23
Bugs / Re: [M|0.6.532] "Gets medicine" not working
August 18, 2014, 03:22:41 PM
did you also un-check receives doctor /medical are? can't remember the what it's called just now.
#24
Video / Sacriel plays rimworld?!? sweet.
August 18, 2014, 03:21:03 PM
Here's a link to the video on twitch.
http://www.twitch.tv/sacriel/b/558799117

Kinda suprised he plays this but he does enjoy tactical gameplay. so any of you heard of sacriel aka chris before? he does a lot of dayZ and arma 2 & 3 stuff.
#25
A work around is to save and quit. on reloading the colonist or bugged character will be completely dead and haul-able.
#26
i got the same thing. captured an injured raider who has a permanently destroyed left lung. his health never climbs above half. always in slight pain. not sure if that's intended or not since tynan redid the health system so the bar isn't hp but overall health if i read the change log right.
#27
I have a similar bug, but mine was a visiting tribes man. he grabbed one of my meals, walked around with it, didn't leave with his tribe. died in my building and bounces back and forth. causes major slow down for me. seems like every tick his dead body is colliding with the environment. can't haul him as the option doesn't appear. might try force shooting him and seeing what happens.
#28
General Discussion / Re: RimWorld change log
June 13, 2014, 06:03:55 PM
@Tynan: I assume that the view 4 means we'll be able to rotate the view?
on a side note i'm not liking the change to wood. can't put my finger on why though.
#29
mod is at bottom of post now. sorry about that.
#30
Hi, decided to finally try my hand at modding rimworld. i followed the getting started the basics tutorial. wrote all the code, followed it's file structure, made some graphics, but according to the console it has parsing errors related to verse?  it also says it can't load the texture files or has some sorta unity 2d texture issue. not sure why, they are power of two and png format.

here's the code:

<?xml version="1.0" encoding="utf-8"?>
<Buildings>

<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<bulletImpactSound>BulletImpactMetal</bulletImpactSound>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<surfaceNeeded>Light</surfaceNeeded>
<constructionEffect>ConstructMetal</constructionEffect>
<repairEffect>Repair</repairEffect>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<eType>BuildingComplex</eType>
<thingClass>Building</thingClass>
<altitudeLayer>BuildingTall</altitudeLayer>
<passability>Impassible</passability>
<castEdgeShadows>True</castEdgeShadows>
<fillPercent>1</fillPercent>
<placingDraggableDimensions>0</placingDraggableDimensions>
<tickerType>Never</tickerType>
<rotatable>true</rotatable>
<neverMultiSelect>true</neverMultiSelect>
<holdsRoof>false</holdsRoof>
<Overdraw>false</Overdraw>
<designationCategory>Building</designationCategory>
<staticSunShadowHeight>0.5</staticSunShadowHeight>
<blockLight>true</blockLight>

<defName>SimpleBlock</defName>
<label>Simple Block</label>
<description>An ugly thing.</description>
<texturePath>Things/Buildings/SimpleBlock_Atlas</texturePath>
<menuIconPath>Things/Buildings/SimpleBlock_MenuIcon</menuIconPath>
<maxHealth>50</maxHealth>
<flammability>0.1</flammability>
<workToBuild>100</workToBuild>
<mineable>false</mineable>
<size>(1,1)</size>
<costList>
<li>
<thingDef>Metal</thingDef>
<count>7</count>
</li>
</costList>
<filthLeavings>
<li>
<thingDef>SlagRubble</thingDef>
<count>2</count>
</li>
</filthLeavings>
<designationHotKey>Z</designationHotKey>

</ThingDef>

</Buildings>


i also made the about file too.
Here's the mod


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