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Messages - Hexxagon

#16
Bugs / Re: Bug- Corrupted saves Ver0.2.363
March 15, 2014, 05:19:35 AM
I got this bug too. With mods, but I didn�t change anything between exiting game, and reloading.
The same mods, the same saves.
I loaded them up;
Saves
Mods
#17
Ideas / Re: Circuit Breaker structure object
March 13, 2014, 01:01:25 PM
+1
Great Idea!  ;D
#18
Outdated / Re: [MOD] (Alpha 2) E-Furniture (v3.00)
March 06, 2014, 05:31:25 PM
I´m really sorry I mixed up the mods, it´s not your mod :D


But, when I´m already here, could you add a light, like the floorlamp, which just is invisible? That´d be awesome :D
#19
Outdated / Re: [MOD] (Alpha 2) E-Furniture (v3.00)
March 06, 2014, 04:54:18 PM
Aren´t your colored lamps making real light? If I mouse over an adjacent field, it shows 'dark'.  ???
#20
Ideas / Re: Your Cheapest Ideas
March 02, 2014, 08:06:59 PM
Quote from: InCreator on March 02, 2014, 03:33:51 PM
* Some scheduling system for designated cook(s). Like "make colonist+prisoner amount of food twice a day" Right now you either micromanage food all the time or make tons (infinite) and lose a colonist to this never-ending task, not very conservative approach to ingredients neither, since stuff rots over time

Was thinking something similar, to implement it, you can maybe 'attach' it to a stockpile-zone, and select 'Keep stockpile filled with Simple Meal', or make 'Keep "amount" of Simple Meal'(overall in RimWorld, or maybe in a radius, like the ingredients search), instead of just 'Make 20 Simple meal'... and then forget the rest :D
#21
Unfinished / Re: [Mod] Modular Tables
March 02, 2014, 02:16:53 PM
Ah, ok, thanks, I´ll look into this mod again, when there are the possibilities to do it :D
#22
Unfinished / Re: [Mod] Modular Tables
March 02, 2014, 06:43:09 AM
The Game tells me the following error, what does it mean, how do I fix it?


Here is my xml file, so you can take a look in it.

[attachment deleted by admin: too old]
#23
Help / Re: RimWorld Art Assets
March 01, 2014, 03:38:26 PM
Sorry, I fixed it :D
#24
Help / Re: Various modding questions and answers
March 01, 2014, 03:15:13 PM
How do I define the LinkFlag to my table? I tried ModularTable  for defName, Building_Table for eType and Modular Table for label.
#25
Help / Re: RimWorld Art Assets
March 01, 2014, 03:06:32 PM
#26
Version: Alpha 2; 0.2.363

Title: Mod selection UI: Too many mods, not all shown and not scrollable.

Summary: It appears with at least 17 mods loaded, in 1900*600.

Steps to Reproduce: Just use atleast 17 mods, it´s unimportant which ones they are.

Expected Results: I was expecting a scroll bar, to see al the Mods.

Actual Results: There was no scroll bar :D

Attachments: https://drive.google.com/file/d/0B_b6mfSevvmuVXdwNDJ1bDFPemM/edit?usp=sharing

All my mods :D
#27
Help / Re: RimWorld Art Assets
March 01, 2014, 02:22:04 PM
#28
Help / Re: Various modding questions and answers
March 01, 2014, 02:21:06 PM
Quote from: Tynan on March 01, 2014, 01:55:38 PM
Quote from: Hexxagon on March 01, 2014, 01:54:11 PM
A little texture question, Tynan; how did you make the Wall_Blueprint_Atlas? Did you make it with filters out of the original?? Or manually?

I think I just took the original wall and colored/hid some of the layers. It's the black outline layer, changed to white, with some other ghosty stuff added. I can't fully remember.

Thanks, I´ll try that :D
#29
Help / Re: Various modding questions and answers
March 01, 2014, 01:54:11 PM
A little texture question, Tynan; how did you make the Wall_Blueprint_Atlas? Did you make it with filters out of the original?? Or manually?
#30
Outdated / Re: [MOD] (Alpha 2) Project Armory
March 01, 2014, 01:31:36 PM