Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ImpulsiveZombie

#1
Quote from: Kolljak on April 09, 2016, 03:34:12 PM
Do you intend to update this to 13 this happens to be one of my favorites.
I second this, Rimworld just ain't Rimworld without so many deaths and explosions from the very start.
#2
Quote from: NephilimNexus on June 14, 2015, 07:20:30 PM
Can these be made from weapon fragments, or can I just stun a sectoid with my arc thrower?

Er, wait... sorry, wrong game.
It's all fun and games until that bloody Cyberdisk waltzes into the fray and gatling-guns everything you loved.
#3
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 28, 2015, 12:26:21 PM
Quote from: Igabod on March 27, 2015, 08:31:48 PM
Found the problem, it was in the first backstory. You forgot to close one of the <li> tags :)

When the game loads defs, if there is an error in a file, it won't load anything after that error, which is why you weren't getting any of the other backstories loaded in either. What are you using to edit these? I opened it in Visual Studio and it immediately showed me where the error was. I would highly recommend downloading it, it makes everything so much easier, you can get the 2013 community edition for free. Anyways, product placement over, I've tested it and it all works now :) All you need to do is fix that one line and they'll all work :)
Ah! Darn it, I knew I missed something. Many thanks, friend! Works perfectly now.
Also, since I have 0 familiarity with code I used the vanilla Windows Notepad to edit the file. Yeah. I love to unintentionally set random difficulty curves for myself.
Probably for the best if I download VS, then :p
#4
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 28, 2015, 06:02:37 AM
Quote from: Igabod on March 27, 2015, 08:31:48 PM
I've looked this over and even copied it and tested in the game myself. I can't see any reasons why it wouldn't show up, but I can confirm that this is definitely not working. I'll keep trying to fix it though and I'll be sure to let you know if I figure it out. I'd like it if you could attach the actual .xml file (including the working ones) to a post though.
Here you are. CoreBackstories contains the 4 that work, and RWBYBackstories is the file mentioned in the pastebin. I had another look at it before I fell asleep and my best guess is that something in the CoreBackstories file is negating the addition of more backstories. The odd thing is that it doesn't work when you merge all of them into an individual file, so there might be a rogue </BackstoryDefs> somewhere, but I'm pretty much out of ideas.

[attachment deleted due to age]
#5
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 27, 2015, 06:49:52 PM
Quote from: Igabod on March 27, 2015, 06:19:49 PM
You said that 4 are working and the others aren't, but in that pastebin I ONLY see 4. Also, these backstories will not be on a specific colonist, so you need to use the NAME and HIS and HE and HECAP and HISCAP variables in place of names and his/her he/she to make this a generic backstory. That fact could be what is stopping this from showing up in EDB's Prepare Carefully mod. Other than that and the ignored <workDisables> parts, I don't see anything wrong with this code. Also, regardless of whether or not the code complains about those missing, it's never good to just ignore parts of the code. I suggest you add the suggested bit from MuffaloBoy.
I forgot to mention that I left out the functional backstories to narrow down what exactly is wrong, and to make it a bit easier on the eyes as opposed to having a massive wall of text.
Yeah, I felt lazy and thought that skipping the HE/HIS (etc.) commands wouldn't interfere with the code since I purposely built the stories for RP characters. :p My bad.
I repaired the backstories with your suggestions, (Including the functional ones) but there's still no dice. There should be enough content to make it seem like a generic backstory, but I feel like I'm missing something obvious. Huh. (Link if you're interested: http://pastebin.com/n0J3S7Q6)
#6
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 27, 2015, 05:30:06 PM
Quote from: MuffaloBoy on March 27, 2015, 05:18:46 PM
Why don't you try to add

    <workDisables>
      <li>None</li>
   </workDisables>

instead of ignoring it?
Didn't work unfortunately. Also, I ignored <workDisables> when I made the other backstories to no ill effect, so it's apparently something else.
#7
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 27, 2015, 04:47:33 PM
I really can't figure out what's wrong with the rest of my backstories. At least 4 of them seem to work fine, but the rest don't show up when inserted into a separate xml file. Would anyone be willing to proof-read my work if I were to edit it in?
[EDIT]: Here is a pastebin link to the text file, if you're interested in lending me a hand: http://pastebin.com/0xkCwfVk
I've also named the file "RWBYBackstories", but I'm unsure if this would affect its compatibility with the game.
Help would be greatly appreciated!
[EDIT II] I did some light repairs on the original file, still to no avail: http://pastebin.com/n0J3S7Q6
#8
Outdated / Re: [MOD] (Alpha 9) Backstories! u1.2
March 27, 2015, 03:11:34 PM
Hmm. I've messed around with this mod (which is awesome, by the way.) and it appears that there seems to be a 'limit' as to how many backstories you can add. I created 8 backstories since I'm RPing 4 characters, and they don't show up when added in bulk, but individually they appear fine when I remove the other backstories from the text file. Is there a way this could be circumnavigated?
EDIT: I've determined that you can have a maximum of 4 backstories naturally. (IE: The 3 base ones from the mod + the one that you create) Since I am inept at coding, you'll have to forgive me if there's an obvious reason as to why there can't be an amplitude of backstories.
#9
Quote from: SlinkyAce on November 01, 2014, 08:47:17 AM
i paid and build a bionic jaw, but i cant install it.... do i need a certain skill or summit as would be nice to install it on some one??
I'm in the same boat. I can seem to install other implants such as bionic eyes just fine, and the operation for a vanilla denture shows up fine as well but there's no hint of installing bionic jaws. Is this a bug, or am I just being dumb and not realizing that it needs a certain medical level?
#10
Quote from: ItchyFlea on October 13, 2014, 03:40:40 PM
You don't right-click the target. You have to order the colonist to force-fire on it with the 'F' key.
...Ah. So you do. Yep, I'm dumb.
#11
Hey. It might just be on my side, but the target from Target Practice doesn't appear to be shootable? Right-clicking with Draft just makes the unit move to an adjacent square and doesn't show any sort of menu. Cheers.

[attachment deleted by admin: too old]