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Messages - xiuhte1

#1
is there any way to make the crawlers to capture the enemy?? ( those in pain in the floor) some times i got lots of enemies lying in the ground and want to capture it but go outside with -100c it's not a good idea xD
#2
Help / How to change your apparel/cloths/armor etc.
March 21, 2014, 08:25:57 AM
Well so hi  i was wandering about how to change the apparel of the people and i find it how so let'go
is better if you do it in a early game play so you take less time saving the file and searching

first open your save file (is in C:\Users\:yourname:\AppData\LocalLow\Ludeon Studios\RimWorld\Saves)

search your colonier and find this part of the code


<wornApparel>
<keys>
<li>OnSkin</li>
</keys>
<values>
<li Class="Apparel">
<def>Apparel_BasicShirt</def>
<id>Apparel_BasicShirt12</id>
<health>100</health>
<color>RGBA(0.000, 0.000, 0.400, 1.000)</color>
</li>
</values>
</wornApparel>


the first place / Keys tell us what is avalible to wearing


<keys>
<li>OnSkin</li>
</keys>


ande the second what is wearing the name
(<def>Apparel_BasicShirt</def>) and the id (<id>Apparel_BasicShirt12</id>)
the third is the color in RGBA (RedGreenBluetransparency) lower the number darker wil be (o black, 1.000 white)  and in A Transparency should be always 1.000


<values>
<li Class="Apparel">
<def>Apparel_BasicShirt</def>
<id>Apparel_BasicShirt12</id>
<health>100</health>
<color>RGBA(0.000, 0.000, 0.400, 1.000)</color>
</li>
</values>


well now to change or to add new cloths move to keys part and add


<keys>
<li>OnSkin</li>
<li>Middle</li>
<li>Shell</li>
</keys>


now you are able to wear more cloths  so let's add a power armor and a vest plate.
do you remember the id number? well they must be different to every one if you just want to change a jacket you could change the number id too. but better just the name of the cloth


<values>
<li Class="Apparel">
<def>Apparel_BasicShirt</def>
<id>Apparel_BasicShirt12</id>
<health>100</health>
<color>RGBA(0.000, 0.000, 0.400, 1.000)</color>
</li>
<li Class="Apparel">
<def>Apparel_VestPlate</def>
<id>Apparel_VestPlate13</id>
<health>100</health>
<color>RGBA(0.450, 0.450, 0.450, 1.000)</color>
</li>
<li Class="Apparel">
<def>Apparel_PowerArmor</def>
<id>Apparel_PowerArmor14</id>
<health>100</health>
<color>RGBA(0.405, 0.000, 0.450, 1.000)</color>
</li>
</values>


so that is all now save and now you will see you new apparel.
but what about the other and the keys for those
and you can't wear more of one in each camp

in the core mods carpet 
D:\Program Files\RimWorldAlpha####\Mods\Core\Defs\ThingDefs
is the Apparel.xml
<ThingDef ParentName="ApparelBase">
      <defName>Apparel_Duster</defName>
      <label>Duster</label>
      <apparel>
         <damageAbsorption>0.08</damageAbsorption>
         <graphicPath>Things/Pawn/Humanoid/Apparel/Duster/Duster</graphicPath>
         <layer>Shell</layer>
         <commonality>50</commonality>
         <tags>
            <li>Duster</li>
         </tags>
      </apparel>
      <colorGenerator Class="ColorGenerator_Options">
         <options>
            <li>
               <weight>10</weight>
               <only>RGBA(0.33,0.33,0.33,1)</only>
            </li>
            <li>
               <weight>10</weight>
               <only>RGBA(0.65,0.65,0.65,1)</only>
            </li>
            <li>
               <weight>30</weight>
               <only>RGBA(0.4,0.3,0.15,1)</only>
            </li>
            <li>
               <weight>6</weight>
               <min>RGBA(0.3,0.3,0.3,1)</min>
               <max>RGBA(0.5,0.5,0.5,1)</max>
            </li>
            <li>
               <weight>2</weight>
               <min>RGBA(0.5,0.5,0.5,1)</min>
               <max>RGBA(1,1,1,1)</max>
            </li>
         </options>
      </colorGenerator>
   </ThingDef>

<ThingDef ParentName="ApparelBase">
<defName>Apparel_Duster</defName>
<label>Duster</label>
<apparel>
<damageAbsorption>0.08</damageAbsorption>
<graphicPath>Things/Pawn/Humanoid/Apparel/Duster/Duster</graphicPath>
<layer>Shell</layer>
<commonality>50</commonality>
<tags>
<li>Duster</li>
</tags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>RGBA(0.33,0.33,0.33,1)</only>
</li>
<li>
<weight>10</weight>
<only>RGBA(0.65,0.65,0.65,1)</only>
</li>
<li>
<weight>30</weight>
<only>RGBA(0.4,0.3,0.15,1)</only>
</li>
<li>
<weight>6</weight>
<min>RGBA(0.3,0.3,0.3,1)</min>
<max>RGBA(0.5,0.5,0.5,1)</max>
</li>
<li>
<weight>2</weight>
<min>RGBA(0.5,0.5,0.5,1)</min>
<max>RGBA(1,1,1,1)</max>
</li>
</options>
</colorGenerator>
</ThingDef>


and something that i see is the <damageAbsorption> is not currently working so now that is all i hope you can understand me and is helpful for the people  :D / sorry for my band english  ::)
#3
Outdated / Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
March 19, 2014, 04:52:50 AM
thx i just gona change the amount of trees in the begining because in all new map only get few trees 8 or 10 13max in a oasis  :P
#4
for me the smelter is fine the "problem" is just in the first days, after you really have a lot of iron for more power plants
#5
Outdated / Re: [MOD] (Alpha 2) Gibbet Cage (BugFix)
March 18, 2014, 08:15:07 AM
The cages are not for the riders is for your colony to keep them in high loyalty by the power of fear  just like execute prisoners
#6
Outdated / Re: [MOD] (Alpha 2) Wood Economy (v.0.93)
March 18, 2014, 05:30:40 AM
people how i can make the trees to spread and grow faster? because im playing with other mods that actually make basic defences and tecnology for later game  8) so i was hoping use the wood as primary source of defence but given the low rate of trees and grow speed the colony dies in day 15 or 23  :'( (i'm playing on the hardest of the hardest xD) so what i need to change in the trees xml ??
#7
i have a request for the future (because im pretty sure is not posible now)... any one has played Defiance? in that game aparer a gun called "infector" is a gun that shoots needles and when it hits the enemy gets sick and creatures start to grow inside later those get out and keeps attacking until dies him and the creatures  (sorry for my bad english)  ;D
#8
Unfinished / Re: [Mod] (Alpha 2) Next Gen Tech
March 17, 2014, 01:37:15 PM
sounds good the power of the machine spirit hahaha, now im thinking the robots will be like terminator? (a machine that looks like human) or a high tech mech bullet spreader, if is like the second one i think it could be more fun if the riders get one too
#9
Bugs / Re: some textures for mods unable to load?
March 17, 2014, 01:27:36 PM
forget it now everything work how it should, the modconfig messed up with activating and deactivating mods so i only needed to erase it  ::)
#10
Bugs / some textures for mods unable to load?
March 17, 2014, 11:30:44 AM
Just after loading the mods the console menu tell me "couldn't load unity engine texture 2D"
the first thing comes to my mind when i see this mensage in the debug console was "maybe is only this mod" but after add others mods i noticed there were several of them, but not all of them with the same problem so i really don't know how to fix this because when i play i can only see white boxes where supposed are the objects from those mods.
#11
thank you thank you thank you very much, it worked :D
#12
when i click download it says// An Error Has Occurred!
You are not allowed to access this section, but this only happens here, i already downloaded another mods:c
#13
Emm i can't download it, any idea why??