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Messages - Rafe009

#1
Mods / Looking for an old decorative mod
April 13, 2020, 01:34:05 AM
The mod had different shaped plant pots that had a smooth-tapered base, It also had a planting wall that could be expanded, the longer you make the wall the more plants you could put in them. It only offered a few new potted plants, maybe about 5 with various colors. Any help, thanks
#2
Mods / Changing vanilla textures of plants
April 03, 2020, 09:23:38 PM
For the past few versions I have been swapping out textures of existing guns for other artwork. It is as simple as creating a mod folder, copying the Core Def for industrial ranged weapons xml file, supplying the artwork .png and pointing to that .png in the def

<graphicData>
      <texPath>Things/textureswap</texPath>


I have been doing this for multiple versions of rimworld and have never had issues with this approach.

The problem is I tried to do the same thing with one of the cultivated plants - devil strand - and i'm getting a purple square error entity. The same process for overriding the texture of a gun does not work for a cultivated plant. Does anybody have  a workaround for pallet swapping vanilla plants or knows exactly what is going on?
#3
Apparently there is an entry

<equippedangleoffset>45</equippedangleoffset>

This enables you to have the art file rotated 45 degrees to take advantage of the hypotenuse effectively giving you more length to work with with your designs. This might be especially critical for long guns and rifles as a lot of artists have to make compromises to their artwork so that their guns can fit horizontally
#4
Help / Re: 1.1 has changed simple texture swapping for me
February 27, 2020, 12:06:55 AM
Just realized I had my mod folder nested within another superfolder.

Mods please delete this, problem solved
#5
Releases / Re: [1.1] [KV] Trading Spot [ModSync RW]
February 26, 2020, 09:11:08 PM
Where is the trading square, what menu?
#6
Help / 1.1 has changed simple texture swapping for me
February 26, 2020, 08:43:23 PM
For the past couple versions I have swapped normal gun textures with a few of my own designs. My old mod broke so I copied the core mod and specifically had a file RangedIndustrial.xml. Inside I only alter a singular line.

<texPath>Things/Item/Equipment/WeaponRanged/BoltActionRifle</texPath>
Becomes
<texPath>Things/MyGunTexture1</texPath>

This simply no longer works and I'm wondering what has gone wrong. My Mod has the following tree structure

Defs>ThingDefs_Misc>Weapons --- RangedIndustrial.xml

SoundDefs

Sounds
sound files

Textures>Things>
image files

Anybody understand what's going on? It's just a simple texture swap and i've done it before for 4 or 5 versions now.
#7
What you might have done and might try next time is using medicine to sedate him but this requires you predicting this outcome; his break and/or his inability to make it to your border. If i recall sedation only lasts about a day but that might give you some time to feed them.

In your current situation i think you should run from this kinda prisoner rather than engage them but it is a very special circumstance.
#8
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
November 19, 2017, 06:23:26 PM
Quote from: Kiame on November 18, 2017, 09:18:32 PM
I couldn't live without it so i hacked a version of Setup Camp. I don't think it has everything but you can setup a camp and reform a caravan. B18 unofficial Setup Camp

I'll remove this download immediately upon request.

Damn, great job. This mod should be part of vanilla. IT's just so artificial how seemingly the space between your base and trading colonies is like a desert devoid of life unless  you get beset upon by a raid or feral animals then suddenly you can hunt.
#9
As others have stated this is something you should already know how to do.

Animals given free reign will get into your freezer and eat your food and now that we can resurrect dead colonists if we freeze them you really don't want your grizzles or wargs to eat your level 16 careful shooter space marine corpse when you're a few days away from getting a ressurector.

Make an animal hauling zone that encompasses the entirety of the map and

then delete the tiles in that zone that are close to insect hives as well as your freezer and normal food stockpiles that you spent hours of human labor preparing.
#10
Ideas / Re: Must be added to vanilla at some point
November 02, 2017, 02:44:39 PM
How did you manage to leave off "Set Up Camp"
https://ludeon.com/forums/index.php?topic=29054.0

If i could only add one mod to vanilla it would be this one to avoid the seemingly barren desert like reality that exists between bases where food just cannot be collected or hunted unless you get an event while you're traveling.

Other than that I find wildlife tab very helpful too but Set Up Camp is indispensable.
#11
The set up camp https://ludeon.com/forums/index.php?topic=29054.0mod should really be part of the base game. If there is one mod I think needs to be integrated it's this one. The notion that once you leave your colony you are trapped in a desert of deprivation and the only salvation is being assaulted or getting to a colony in desperation to buy food never made much sense.
#12
Quote from: NagashUD on October 25, 2017, 06:15:19 PM
3rd day, my colonist broke my 47 components, a bit rude imo !

47 components vaporized on day 3? Tynnan if this is true i'm going to wall up all my components behind wood then research stone cutting so i can wall them all up behind a stone wall. As if a pyro going into my armory and setting fire to my pristine new assault riffle or armor vest isn't enough
#13
Releases / Re: [A18]Ni'Hal🦎
October 25, 2017, 06:50:05 PM
Does this mean we can fucking eat catfish now?
#14
I noticed that tornadoes cut through natural rock walls like they are butter. I understand the need for Tornadoes to be a structural threat to brick and other unnatural walls but it seems a little strange that a few tornadoes might essentially take apart a mountain in the period of a few years - thousands of years sure.
#15
When you cripple mechanoids far from your base you can have even non-haulers haul them back by right clicking the bodies and designating them for loading into cryosleep caskets.

Maybe a bit exploity but it seems somewhat reasonable considering its' a way to drag the mechanoid back adn disable it in a safe and comfy environment rather than far from the base where a sudden manhunter pack  might appear

Yes that green stuff in the first image is mechanoid vomit.