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Messages - red3dred

#1
Help / Re: [HELP] trying to update a mod from A14 to 1.0
December 18, 2018, 12:53:35 PM
All i can say is, perhaps you're taking a step longer than your legs, biting more than you can chew-- Starting modding by updating a project that is not yours, with a complex way past XML defs. This is the kind of thing that would require assemblies (DLL's), and i don't even dare step that far into modding.... So, yeah, good luck to you, hopefully you can get those mods going! Wave survival sounds like fun.

As for helping, i'm afraid most modders already have their hands full with other things, but indeed, learning from the sources of mods can be useful, but isn't anywhere as good as being taught how to do things.
#2
Help / Re: A little hand updating a personal mod
December 16, 2018, 11:27:50 AM
Well, nevermind! It was easier than i thought! Still getting a couple XML errors relating to new vs old methods/names, but it seems to work. Now i just gotta finish improving the plate armor and make a visual for the Medium armor!



Only struggling to add a carry-mass to them now.
#3
Help / A little hand updating a personal mod
December 16, 2018, 02:13:34 AM
Hello, i've been lurking around RimWorld for a while, and once found a ancient "plate armor" mod, from the depths of A14, and kept updating it to use with later versions. I also made much less stale and place-holder textures for it-- but alas, at some point, texture naming for directions changed, and likely many other things since its last A17 debut. Not to mention the vanilla Plate Armor being added.

>Based off of https://ludeon.com/forums/index.php?topic=21895.0 by Fireball626.

With that in mind, i'd like to update this mod to 1) retexture plate-armor, so its not so strangely chitinous, and 2) add in the plate helmet and the medium armor and helmets to go along.

If anyone would be so kind as to write me a run-down of what would need to be changed in the defs, and in the asset naming, i would gladly work on this. As is, i've got these and no mod to use it with...

#4
So, i'm having a few issues... "Determine pregnancy" operation is not available on alien races, and inter-racial (Human-Orassan couple) couples don't seem to work too. Is this mod currently human-only, or am i running into some patch-intersection incompatibility?
#5
Quote from: Orion on September 30, 2016, 04:14:09 AM
Thanks for the log! I'll see if I can find something. Do you remember what the visitor was trying to buy?

At first it was some sort of shiv or dagger, after he bought it, the silver landed outside of the equipment rack, then he bought the item in the other slot, and the silver fell in the equipment rack. He then procceded to buy back his own silver.  While the next error seems to refer to the visitor that was trying to buy the hand grenades...
#6
So, you requested a look at my Output, i'm red3dred from Steam.

I found these lines, whose pawns were not my colonists:

JobDriver threw exception in initAction. Pawn=Sammy, Job=BuyItem A=Thing_Silver538164, Exception: System.ArgumentException: SplitOff with count <= 0
Parameter name: count
  at Verse.Thing.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.SplitOff (Int32 count) [0x00000] in <filename unknown>:0
  at Verse.ThingContainer.TryDrop (Verse.Thing thing, IntVec3 dropLoc, ThingPlaceMode mode, Int32 count, Verse.Thing& resultingThing, System.Action`2 placedAction) [0x00000] in <filename unknown>:0
  at Hospitality.JobDriver_BuyItem.TakeThing (Verse.AI.Toil toil) [0x00000] in <filename unknown>:0
  at Hospitality.JobDriver_BuyItem+<>c__DisplayClass2.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Ryu started 10 jobs in 10 ticks. lastJobGiver=Hospitality.JobGiver_Relax, curJob.def=Skygaze, curDriver=RimWorld.JobDriver_Skygaze

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Ryu started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait

// Repeat the second error about 12 times...


Full log is attached, and i'll see if i can get a log of the visitors spawning error. Thanks for the time and work, great mod.

[attachment deleted by admin - too old]
#7
Hello sir, great mod, and much fun to use, but i have a suggestion after seeing your turret bases (Which, by the way, kill downed targets for some reason), and that is to make a hunter turret, or turret base, whose sole purpose is to auto-hunt any animal that enters its range. A really good way to say "Get out of my lawn" to those pesky boars and such. Let's just hope Thrumbos don't walk into your base...