and another poor idea for a name could be hellvine or hellweed
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#916
Outdated / Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
November 06, 2014, 03:25:42 PM #917
Outdated / Re: [MOD] [ALPHA7] Rainbow Road - by JuliaEllie - UPDATERINO (04.11.14)
November 04, 2014, 05:24:39 AM
I have modded your rainbow roads(v1) to use 0.50 energy, and no issues
#918
Outdated / Re: [MOD] (Alpha 7) PurpleIvy - You wanted creepy plants? you got em.
November 03, 2014, 03:36:49 PM
I use drafted colonists or artillery/rocketlaunchers to shoot the purple rock, and after destroying te rock I then set all the plant life near to where the rock was to be cut (unless there is a fire buring there) just to make sure that there will not be any purple growth spreading over the map
#919
Outdated / Re: [MOD] (Alpha 7) A2B: conveyor belts & co. [v0.7.0]
November 03, 2014, 05:06:11 AM
I also have had jams on the belts after power outages
#920
Bugs / Re: Rainbow load
October 30, 2014, 05:57:13 PM
or the save was corrupted/incomplete. when I have had this issue, I checked the file size and saw it was approx 1k (normal saves are in the 100-500k size range for me)
#921
Mods / Re: No Cave Ins. They're terrifying!
October 26, 2014, 05:21:15 PM
and the max distance that I have found before caveins happen is 10 squares unsupported, but I use one support square per 6 ie 6 mined one not in each direction, the only time I get caveins is when somebody decides that it is a good idea to shoot at one of the support pillars (perhaps a raider is using the pillar as cover) to minimise the area lost to caveins
#922
Outdated / Re: [MOD] (Alpha 7) Synthmeat
October 26, 2014, 05:00:19 PMQuote from: harpo99999 on October 04, 2014, 08:22:35 AM
I also had this issue, BUT, I edited the 'ResourceSynthmeat.xml' and changed the 45th lin to read
<li>MeatRaw</li>
and now synthmeat is stored in the meat area and not the vegitarian area, and making this change does not seem to require a change of game, so could work in existing games
#923
Outdated / Re: [MOD] (Alpha 7) Synthmeat
October 26, 2014, 03:44:47 PMQuote from: Hancake on October 26, 2014, 01:36:00 PMat the bottom of the first (or original) post (when logged in to the forum) is the attachments for a picture (jpg) and the mod in a zip
I don't know if I'm just being an idiot but I cannot figure out for the life of me how to download this. It says 'see attachment' but I can't find an attachment anywhere?
#924
Ideas / Re: Tin-foil hats. :D
October 24, 2014, 05:01:11 AM
I think that the evil Mr Evul, was hinting at you making a mod containing this
#925
Outdated / Re: [MOD] (Alpha 7) Target Practise (v.1.3)
October 22, 2014, 03:32:40 AMQuote from: the_hawkk on October 21, 2014, 11:38:22 PMthere is a link in the 7zip.org website for a couple of mac versions at http://www.7-zip.org/download.html
I have a pretty dumb question, as i'm new to this site. Is there a .zip file for this mod available? I'm a mac user and would love to have this available to me, but unfortunately my computer cant do anything with the file -_-
Again I apologize if this is a stupid question.
#926
General Discussion / Re: Iijm or are space refugees recovering and swarming your colony?
October 21, 2014, 06:52:34 PM
I also have seen this, basically a drop pod crashes, the colonists do NOT go and capture the dropped spacer(usually bruised and unconsious maybe with some cracked limbs), spacer recovers enough to walk around then walks into the base and stays, but is still spacer faction. and has only been happening since a7.
the only way to convert is to capture the MOBILE spacer and imprison then then recuit them.
also have had in a couple of raids raiders(low 30% conversion rating) that are easier to recuit than spacers(mid 50% conversion rating) in previous versions the raiders were a lot harder to convert than spacers
the only way to convert is to capture the MOBILE spacer and imprison then then recuit them.
also have had in a couple of raids raiders(low 30% conversion rating) that are easier to recuit than spacers(mid 50% conversion rating) in previous versions the raiders were a lot harder to convert than spacers
#927
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 21, 2014, 04:08:58 AMQuote from: Barman on October 21, 2014, 12:26:33 AMI have tested BOTH links, and the forum download is corrupted, BUT the link hidden behind the here text in the op that goes to a 'unknown404.de' link DOES work without corruption
I'm having the issue with the corrupted 1.2 download too.
http://i.imgur.com/0npBbZP.png
#928
Bugs / Re: 0.7.584 Rimworld window wants to stay on top
October 21, 2014, 03:56:29 AM
it is an issue that has occured in all the alpha7 versions
#929
Outdated / Re: [MOD] (Alpha 7) A2B: conveyor belts & co. [v0.7.0]
October 20, 2014, 04:57:03 PM
the system does split all the vegetables onto their own unloader just to maximise the available food, the first two in the loop do split the meats, then the argive, then berries, and the last uses a splitter to keep the cirulating and filled lines for the potatos/and overflow, and even in this system I have had some times where the kitchen has run out of food and the cooks have had to grab ingredients from the gardens directly(btw I was also using the cooks as researchers so wanted to minimise the cooking time)
#930
Off-Topic / Re: Cats... Should I get one?
October 20, 2014, 05:38:34 AM
also cats are adopted for THEIR life, and they really want THEIR person/people(the cat thinks of them as SLAVE/servant), and some will accept attention from visitors/friends, BUT they can also refuse attention and even aviod people they do not like, but if the people follow CAT etique when meeting them and greeting them they usually are friendlier.
I advse based upon MANY years and some cats(owned by) in my life, plus many cat friends
I advse based upon MANY years and some cats(owned by) in my life, plus many cat friends