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Messages - blohod

#1
I loaded my save from 1.2 and after a few minutes one of my colonists required rescue. Before the up date they had a peg leg for one leg and a wooden foot on the other side, now they have what can be seen in the screenshot and are thus unable to walk.



Left leg, right tibia, right foot, utility slot: removed???
Right femur: wooden foot?
Right thumb: peg leg?

Only mod running is replace stuff + harmony.
#2
Releases / Re: [1.0] Donkeys - Useful Pack Animals
February 02, 2019, 06:09:25 PM
Quote from: hesamb on February 02, 2019, 03:11:50 AM
nice now i can get some ass in this game
nice  8)
#3
Releases / Re: [1.0] Mod Announcements Thread
February 02, 2019, 01:33:32 AM
Donkeys
https://ludeon.com/forums/index.php?topic=47926.0
Adds the Donkey, a peaceful herding herbivore descended from domesticated stock. Often used as a pack animal.
Donkeys can haul and rescue as well as be used as a pack animal by colonists and traders.
They spawn wild and may be sold by traders, their hide can be used to make clothes.

Also on steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1642210117

#4
Releases / [1.0] Donkeys - Useful Pack Animals
February 02, 2019, 01:31:16 AM
Donkeys



Description:
Adds the Donkey, a peaceful herding herbivore descended from domesticated stock. Often used as a pack animal.

Donkeys can haul and rescue as well as be used as a pack animal by colonists and traders.

They spawn wild and may be sold by traders, their hide can be used to make clothes.

Download
Mod DB: https://www.moddb.com/mods/donkeys/downloads/donkeys-1-0
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1642210117

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Modpacks
You may put this in your modpack on the condition that you inform me by replying to this thread.
#5
I'm trying to patch factiondefs so that they use my animal, donkeys, for their caravans as a pack animal. The patch is failing and I can't work out why.


<Operation Class="PatchOperationAdd">
  <xpath>*/FactionDef[defName="TribeBase"]/pawnGroupMakers/li[5]/carriers</xpath>
  <value>
<Donkey>6</Donkey>
  </value>
</Operation>
#6
Help / Re: Making animal spawn in biomes
August 09, 2017, 02:53:28 AM
Quote from: kaptain_kavern on August 08, 2017, 09:06:10 AM
You also have to add them in FactionDefs as well.  There is a tag for specifying what animals the faction will use for caravans.
It's looking like that

<carriers>
          <Muffalo>1</Muffalo>
          <Dromedary>1</Dromedary>
</carriers>


Thanks :) I was thinking it would be something like that and I looked in traderDefs, I didn't think to look at the factions.
#7
Help / Re: Making animal spawn in biomes
August 08, 2017, 05:10:29 AM
ok, I need help to make traders use my donkey as a pack animal, colonists can use it when forming caravans but no trader caravans use donkeys.

So far I have added donkeys to allowed pack animals in all the biomes it spawns, shown below, but traders still only seem to use muffalo and dromedaries.

<Patch>
<Operation Class="PatchOperationAdd">
  <xpath>*/BiomeDef[defName="AridShrubland"]/allowedPackAnimals</xpath>
  <value>
<li>Donkey</li>
  </value>
</Operation>

<Operation Class="PatchOperationAdd">
  <xpath>*/BiomeDef[defName="Desert"]/allowedPackAnimals</xpath>
  <value>
<li>Donkey</li>
  </value>
</Operation>

<Operation Class="PatchOperationAdd">
  <xpath>*/BiomeDef[defName="BorealForest"]/allowedPackAnimals</xpath>
  <value>
<li>Donkey</li>
  </value>
</Operation>

<Operation Class="PatchOperationAdd">
  <xpath>*/BiomeDef[defName="Tundra"]/allowedPackAnimals</xpath>
  <value>
<li>Donkey</li>
  </value>
</Operation>

<Operation Class="PatchOperationAdd">
  <xpath>*/BiomeDef[defName="TemperateForest"]/allowedPackAnimals</xpath>
  <value>
<li>Donkey</li>
  </value>
</Operation>

<Operation Class="PatchOperationAdd">
  <xpath>*/BiomeDef[defName="TropicalRainforest"]/allowedPackAnimals</xpath>
  <value>
<li>Donkey</li>
  </value>
</Operation>
</Patch>
#8
Help / Re: Making animal spawn in biomes
August 08, 2017, 03:27:40 AM
I managed to make animals spawn, for people finding this thread here is the fix.

The following should be in <race>

            <wildBiomes>
                <AridShrubland>0.4</AridShrubland>
<Desert>0.1</Desert>
<BorealForest>0.5</BorealForest>
<Tundra>0.3</Tundra>
<TemperateForest>0.5</TemperateForest>
<TropicalRainforest>0.1</TropicalRainforest>
            </wildBiomes>


Also, I think I need to patch the biomes to make traders use them, let me know if I am wrong.
#9
Help / Making animal spawn in biomes
August 07, 2017, 04:40:54 AM
I am trying to make my animal spawn naturally in the wild, however when I start the game there are a lot of errors in the log. Does anyone know how I can make my animal spawn naturally? Additionally I would like traders to use my animal as an option for a pack animal, anyone know how to do that?

Log:
https://pastebin.com/ZWyJ87hj

My code:
<ThingDef ParentName="AnimalThingBase">
    <defName>Donkey</defName>
    <label>donkey</label>
    <description>A peaceful herding herbivore descended from domesticated stock. Often used as a pack animal.</description>
    <statBases>
      <MoveSpeed>4.2</MoveSpeed>
      <ComfyTemperatureMin>-14</ComfyTemperatureMin>
      <MarketValue>430</MarketValue>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>1.65</defaultCooldownTime>
        <meleeDamageBaseAmount>11</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>FrontLeftLeg</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>1.65</defaultCooldownTime>
        <meleeDamageBaseAmount>11</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>FrontRightLeg</linkedBodyPartsGroup>
      </li>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>1.65</defaultCooldownTime>
        <meleeDamageBaseAmount>4</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <commonality>0.01</commonality>
        <linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
  </li>
    </verbs>
    <comps>
      <li Class="CompProperties_Milkable">
        <milkDef>Milk</milkDef>
        <milkIntervalDays>2</milkIntervalDays>
        <milkAmount>3</milkAmount>
      </li>
    </comps>
    <race>
      <herdAnimal>true</herdAnimal>
      <body>QuadrupedAnimalWithHooves</body>
      <baseBodySize>1.5</baseBodySize>
      <baseHealthScale>1.4</baseHealthScale>
<baseHungerRate>0.60</baseHungerRate>
      <foodType>VegetarianRoughAnimal</foodType>
      <leatherColor>(217, 179, 140)</leatherColor>
      <leatherInsulation>1.0</leatherInsulation>
      <gestationPeriodDays>30</gestationPeriodDays>
      <wildness>0.1</wildness>
      <nuzzleMtbHours>120</nuzzleMtbHours>
<packAnimal>true</packAnimal>
      <lifeExpectancy>30</lifeExpectancy>
      <lifeStageAges>
        <li>
          <def>AnimalBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>AnimalJuvenile</def>
          <minAge>0.25</minAge>
        </li>
        <li>
          <def>AnimalAdult</def>
          <minAge>0.5</minAge>
          <soundWounded>Pawn_Elk_Wounded</soundWounded>
          <soundDeath>Pawn_Elk_Death</soundDeath>
          <soundCall>Pawn_Elk_Call</soundCall>
          <soundAngry>Pawn_Elk_Angry</soundAngry>
        </li>
      </lifeStageAges>
      <soundMeleeHitPawn>Pawn_Melee_BigBash_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_BigBash_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_BigBash_Miss</soundMeleeMiss>
  <wildBiomes>
        <li>
          <biome>AridShrubland</biome>
          <animal>Donkey</animal>
          <commonality>0.5</commonality>
        </li>
        <li>
          <biome>Desert</biome>
          <animal>Donkey</animal>
          <commonality>0.1</commonality>
        </li>
<li>
          <biome>BorealForest</biome>
          <animal>Donkey</animal>
          <commonality>0.5</commonality>
        </li>
<li>
          <biome>Tundra</biome>
          <animal>Donkey</animal>
          <commonality>0.3</commonality>
        </li>
<li>
          <biome>TemperateForest</biome>
          <animal>Donkey</animal>
          <commonality>0.2</commonality>
        </li>
<li>
          <biome>TropicalRainforest</biome>
          <animal>Donkey</animal>
          <commonality>0.1</commonality>
        </li>
      </wildBiomes>
    </race>
    <tradeTags>
      <li>StandardAnimal</li>
    </tradeTags>
  </ThingDef>

#10
Help / Re: Texture help
August 05, 2017, 10:14:49 PM
Quote from: jamaicancastle on August 05, 2017, 08:50:12 AM
I think you need _front and _back textures to go with your _side texture if you want a multi-texture to show up properly.
Thanks, I thought it would work and just show side with front and back as missing textures, apparently not. I put renamed muffalo front and back as placeholders and it worked, looks a bit weird when a donkey faces a different direction and turns into a muffalo though. :P
#11
Help / Texture help
August 05, 2017, 12:00:20 AM
I don't understand <texPath>, what am I doing wrong?

Ingame error:

Resulting in:


My code (most not changed from muffalo yet, only interested in problem with finding the texture I have changed):
<ThingDef ParentName="AnimalThingBase">
    <defName>Donkey</defName>
    <label>donkey</label>
    <description>A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed.</description>
    <statBases>
      <MoveSpeed>3.6</MoveSpeed>
      <ComfyTemperatureMin>-60</ComfyTemperatureMin>
      <MarketValue>500</MarketValue>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>1.65</defaultCooldownTime>
        <meleeDamageBaseAmount>10</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
      </li>
    </verbs>
    <comps>
      <li Class="CompProperties_Milkable">
        <milkDef>Milk</milkDef>
        <milkIntervalDays>2</milkIntervalDays>
        <milkAmount>12</milkAmount>
      </li>
      <li Class="CompProperties_Shearable">
        <woolDef>WoolMuffalo</woolDef>
        <shearIntervalDays>25</shearIntervalDays>
        <woolAmount>100</woolAmount>
      </li>
    </comps>
    <race>
      <herdAnimal>true</herdAnimal>
      <body>QuadrupedAnimalWithHooves</body>
      <baseBodySize>2.1</baseBodySize>
      <baseHealthScale>1.75</baseHealthScale>
<baseHungerRate>0.85</baseHungerRate>
      <foodType>VegetarianRoughAnimal</foodType>
      <leatherColor>(152,170,174)</leatherColor>
      <leatherInsulation>1.0</leatherInsulation>
      <gestationPeriodDays>25</gestationPeriodDays>
      <wildness>0.5</wildness>
      <nuzzleMtbHours>120</nuzzleMtbHours>
<packAnimal>true</packAnimal>
      <lifeExpectancy>15</lifeExpectancy>
      <lifeStageAges>
        <li>
          <def>AnimalBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>AnimalJuvenile</def>
          <minAge>0.25</minAge>
        </li>
        <li>
          <def>AnimalAdult</def>
          <minAge>0.5</minAge>
          <soundWounded>Pawn_Muffalo_Wounded</soundWounded>
          <soundDeath>Pawn_Muffalo_Death</soundDeath>
          <soundCall>Pawn_Muffalo_Call</soundCall>
          <soundAngry>Pawn_Muffalo_Angry</soundAngry>
        </li>
      </lifeStageAges>
      <soundMeleeHitPawn>Pawn_Melee_BigBash_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_BigBash_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_BigBash_Miss</soundMeleeMiss>
    </race>
    <tradeTags>
      <li>StandardAnimal</li>
    </tradeTags>
  </ThingDef>
  <PawnKindDef Name="Donkey" ParentName="AnimalKindBase">
    <defName>Donkey</defName>
    <label>donkey</label>
    <race>Donkey</race>
    <combatPower>90</combatPower>
    <wildSpawn_spawnWild>true</wildSpawn_spawnWild>
    <wildSpawn_EcoSystemWeight>1</wildSpawn_EcoSystemWeight>
    <wildSpawn_GroupSizeRange>
      <min>3</min>
      <max>9</max>
    </wildSpawn_GroupSizeRange>
    <lifeStages>
      <li>
        <label>muffalo calf</label>
        <labelPlural>muffalo calves</labelPlural>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Donkey/Donkey</texPath>
          <drawSize>1.5</drawSize>
          <shadowData>
            <volume>(0.4, 0.3, 0.3)</volume>
            <offset>(0,0,-0.2)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
          <drawSize>1.5</drawSize>
        </dessicatedBodyGraphicData>
      </li>
      <li>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Donkey/Donkey</texPath>
          <drawSize>2.25</drawSize>
          <shadowData>
            <volume>(0.6, 0.45, 0.45)</volume>
            <offset>(0,0,-0.25)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
          <drawSize>2.25</drawSize>
        </dessicatedBodyGraphicData>
      </li>
      <li>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Donkey/Donkey</texPath>
          <drawSize>3</drawSize>
          <shadowData>
            <volume>(0.8, 0.6, 0.6)</volume>
            <offset>(0,0,-0.3)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
          <drawSize>3</drawSize>
        </dessicatedBodyGraphicData>
      </li>
    </lifeStages>
  </PawnKindDef>


My files are attached so you can see folder structure.

[attachment deleted by admin: too old]
#12
Video / Re: Alpha 12 uncut vanilla Let's Play
December 16, 2015, 02:30:57 AM
Rimworld Alpha 12 Let's Play #2 - Hunting away starvation
https://youtu.be/3xDfdHFau5o
I expand my base a bit more, get food growing and get my freezer online as summer starts.
#13
Video / Alpha 12 uncut vanilla Let's Play
December 08, 2015, 03:08:01 AM
I am making a Let's Play of Rimworld which will show all of my story. Please let me know what you think of it and ways that it can be improved.

Series Playlist: https://www.youtube.com/playlist?list=PLT2sW_LboKqBzTPClO18ymmortos3nTv7

Rimworld Alpha 12 Let's Play #1 - Cave digging

https://www.youtube.com/watch?v=ju7AWAtBEas
I start a new series in Rimworld Alpha twelve with a cute yorkshire terrier. In this episode I choose my location and survivors build the start of my base and get some power up and running.
#14
Video / Re: Alpha 11 Let's Play
September 13, 2015, 03:56:00 AM
Episode 2, Better than episode 1!

https://www.youtube.com/watch?v=zJRJ67wdbUY
I make some progress on the base, a wanderer joins and things start to get HOT.
#15
Video / Alpha 11 Let's Play
September 05, 2015, 09:13:18 PM
I have started a series on vanilla alpha 11 in temperate forest, so far many bad things are happening.
I will be posting new episodes 1-2 times a week, so please come and check the series out.

Series Playlist: https://www.youtube.com/playlist?list=PLT2sW_LboKqAILqUSfhHihJgcmd9SWQZg

Episode 1: https://www.youtube.com/watch?v=LllfyvoQBGc
I start my colony in Rimworld and start mining out a mountain for my base.

Thanks for taking the time to look at this post.