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Messages - harpo99999

#1021
General Discussion / Re: [MOD] (Alpha 2) Glowroot
April 05, 2014, 10:39:28 PM
pity, I do use it in my games on alpha2, and was hopingto continue using it when alpha 3 hits
#1022
tynan, WHEN will you actually DO this, it looks particulally cool,
btw I noted the date when you posted it was the 2nd of april here.
#1023
General Discussion / Re: Manual Weapon Firing
March 31, 2014, 06:58:39 PM
to burn a graveyard, just make sure that the gravyard is under a roof, then nomatter how hard it rains, the fire will NOT go out until all the bodies are burnt
#1024
I think he means the next public alpha release (ie alpha 3) that several of the testers amd modders have, but the non-testers do not
#1025
Support / Re: Not Launching On Windows 7?
March 27, 2014, 04:55:29 AM
did you extract ALL the file and folders in the zip?
I also am mainly running on w7 and in a folder on the desktop for all the rimworld versions that I have to date, but I extracted the entire zip to the rimworld folder then opened the rimworld folder on the desktop then opened the rimworld363win folder and inside I then created a shortcut to the desktop from the RimWorld363Win.exe and usually use the shortcut on my desktop to run the game
#1026
Mods / Re: Max Number of Mods At Once?
March 22, 2014, 01:25:52 AM
it has been mentioned that alpha 3 will not have this issue, but personally I just edit the ModsConfig.xml by adding in extra lines starting with <li>(mod name)</li>
#1027
Stories / Re: Most raiders at one time I have had
March 20, 2014, 05:25:08 PM
I usually just put a stone wall on the small opening in the long thick wall when I get a raider notice so that the raiders have to go into the maze baffles to get into the base

[attachment deleted by admin: too old]
#1028
Ideas / Re: Your Cheapest Ideas
March 18, 2014, 06:02:01 PM
Quote from: mkire on March 18, 2014, 05:56:36 PM
Currently the trading mechanism works by sliders, and that's okay, but would it be possible to implement the ability to simply type the desired trade number? It'd be real helpful for when i want to sell thousands of pounds of potatoes so i can afford to buy some slaves or a bunch of nice guns
I also had suggested a similar idea forthe basically same reasons, but as it would bea bit more than small change to the interface, I only hold out hope and desire that it will happen.
#1029
Mods / Re: [REQUEST] Silver Stacking
March 17, 2014, 05:07:33 AM
Quote from: StorymasterQ on March 16, 2014, 08:45:23 PM
Quote from: harpo99999 on March 14, 2014, 06:27:49 PM
Quote from: UrbanBourbon on March 14, 2014, 11:51:20 AM
Quote from: harpo99999 on March 14, 2014, 06:53:30 AM
43
You mean 42.
no I DO mean 43
try reading while hitchhiking around your 'galaxy'
Surely, you mean 47?
no that number is NOT the ultimate answer.
I suggest you read the hitchhiker guide trilogy (in SIX parts) AGAIN
#1030
General Discussion / Re: Updates
March 16, 2014, 06:27:00 PM
you will be emailed when there is a new version available, atleast I have been each update sofar
#1031
Stories / Re: Most raiders at one time I have had
March 16, 2014, 05:59:22 PM
Quote from: Serrate Bloodrage on March 16, 2014, 08:36:13 AM
Oh wow! That puts the attack on me to shame! How many colonists do you have?
at that time in the game I only had approx 16, but did have a designed raid shread zone that had 2 of the incendury turrets,3 disco turrets and approx 36 of the leathal energy turrets with a stone wall baffel strictore with the internal walls only one stone deep and theexternals two stones deep, and the turrets and colonists (behind the turrets and empenage walls (two deep)) shot away (completely removed) the baffells for three layers while chasing the second of the mega raids and the total retrating members from the two mega-raids were about 5 (they had not got to the firing area when the rest of the raid died)(just doublechecked the energy turret count and it was 41 not the 36 I thought it was) but I removed the incendury turrets and added two disco turrets and another six energy turrets and now the raider deathballs need to be trippled to even manage to damage ONE of the turrets)
#1032
Stories / Re: Most raiders at one time I have had
March 16, 2014, 07:36:58 AM
in my current modded game on cleo, I had two back to back raids, the first had over eighty bodies killed (from the raiders no colonists injured)(and I did not get a count but it was more than could be doubleclick selected), the second left a total balance of 150 bodies before the raiders retreated
#1033
Mods / Re: [Request] Prisoner feeding options
March 16, 2014, 07:32:07 AM
unfortunately in every game of alpha2 that I have played the prisoner NPD IS used buy colonists, just that the tray is not consumed in the prison, the only way I found to prevent the colonists from using the prisoner NPD was to have NPD's outside the prison area on all approach sides, then the colonists use the non-prison NPD's before the prison NPD
#1034
Mods / Re: [REQUEST] Silver Stacking
March 14, 2014, 06:27:49 PM
Quote from: UrbanBourbon on March 14, 2014, 11:51:20 AM
Quote from: harpo99999 on March 14, 2014, 06:53:30 AM
43
You mean 42.
no I DO mean 43
try reading while hitchhiking around your 'galaxy'
#1035
Mods / Re: [REQUEST] Silver Stacking
March 14, 2014, 06:53:30 AM
sorry, but the CORRECT number to start with is




43






if you do not know why, LOOK it up, perhaps even hitchhike to your local library planet  to find the answer