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Messages - Sp0nge

#16
In Slingbullet.xml the defname seems to be wrong, its MakeSlingBullet instead of MakeAmmo_SlingBullet. It has however been pushed on github on Dan i noticed :)
#17
So learning by doing: I somehow swapped modloading order some, and that was my issue, it had nothing to do with any of the mods i was trying to affect, and now its basicly working as intended :).

Im doing this thing with a heavilly modded Rimworld, so i guess ill have to apply alot more pathcing than I originally intended, but it should be worth it when its all done :)
#18
A new weekend, a new set of fresh and cold beers, ready to take on this thing yet again!

I think ive gotten my head around this now. The testweapon gets its correct stats, allowtools aint giving me errors, now only the sidearm mod is doing me no good, weapon lost in inventory :p.

But im getting there, im getting there! Tnx for the help guys, ill make shure to post again at my next crossroad :P
#19
Im pretty shure the error is on my end, and not towards any of the other mods. I never coded a thing in my life before, i have however felt myselfe been capable of reading C++ coding (did some minor Minecraft errorsourcing back in the days).

I think its all about wrapping my head around this mindset, then i should be capable of doing this. However my biggest issue is that despite if i read howtoes and similar, I never learn, of sorts ...

That said, the modlist im using do run completely fine, untill i try to inject my own stuff!
#20
So when i modified the xml some (apparently thingsdef wasnt as straight forward as i thought), i changed the materials to make the gun from Wood to WoodLog, that atleast solved the issue with startuperrors, the gun is, apparently, loaded in as it should with its new stats.

XML im using for the testpatching: https://pastebin.com/ssqYYYBN

However the loadingtime is hugely increased and im getting this error: https://pastebin.com/5RNq7HWq

Im guessing ill have to dive into Allowtools aswell, and see whats going on there ...

#21
I did infact remove that /, it resultet in my game loading up using 100x the time compared than normal, with errors (ill have to reload my game again to get that error), and whenever i tried to spawn in said gun into the game, it threw me errors again, and i was unable to interact with it, it was just on the ground.

I added to the OP the source of where i started with this. Modding in Rimworld dont seem that hard, I just guess my mindset needs abit of an adjust before i can really dive into this stuff (hard for an old man to learn new stuff ;) )
#22
Ive been trying looking at my li`s, however as far as my knowledge goes, i cant see any issues. I pastebinned what ive written in the OP thread
#23
Help / Trying to make a patch for the first time
July 06, 2017, 12:27:13 PM
So im trying to patch Weapon Tech A17 into Combat Extended on my own. Apparently it didnt go that well. I tried to patch one gun first, and load it up, but that gave me errors: Exception reading WeaponTech_Guns.xml as XML: System.Xml.XmlException: 'li' is expected  Line 49, position 8.

And this is the stuff i wrote up: https://pastebin.com/DFX7LVcw

What did I mess up here?

This is the help i had on making this: https://github.com/NoImageAvailable/CombatExtended/wiki/Creating-an-xpath-patch
#24
Releases / Re: [A17] TropiCKAPP Rainforest Mod
June 30, 2017, 06:57:31 PM
Ever plan on putting this on Steam Workshop? And whats the policy on usage in modpacks?
#25
If anyone has any objections/feedback/ideas or similar, please throw them into this thread. I guess i got 2-3 more modules to make. Everything so far can be played as one "large" modpack, still alot more planned!
#26
Sp0nges MMR (Modded Modular RimWorld) Pawns NCW (Needs, Can and Will)

Description:
Thougth your pawns had all they needed, well, im here to tell you they DIDNT!

Additional info
This will add more interaction between you pawns and outsider to the game. Works as a standalone to the vanilla game if wanted.

Author/Mod Team
Only me. But I suck at graphical stuff, so if someone throws in a picture or 2 at some stage I would be thrilled!

How to install
Steam only!
Subscribe (to all), and thats about it! Mods will be automaticly updated as the modders update theyre mods!

Current modlist and permissions:
Additional Joy Objects - Creative Commons Public Domain 1.0 Universal License
Colony Leadership - Pending
Hospitality - Pending
Pawns Paint - Approval on Steam Workshop
Pawns Play Poker - Approval on Steam Workshop
Tribal Joy - Approval on Steam Workshop
Dubs Hygene and Central heating - Created by dubwise56 Original post including perms

TODO:
Remove mods that permission is not granted for (I know that ive added some allready that I dont have permission for, however I really hope it will get sorted soon, who dont want theyre mods linked to from theyre own Steam workshop?)
Add thumbnails showing each mod instead of just links
Add better and proper credits to all modders!
#27
Sp0nges MMR (Modular Modded Rimworld) - Agriculture and Foods

Description:
This will expand upon the basic module with agriculture and foods. Currently this module can be used as a standalone and the baseline module is not needed!

Additional info
Moar eating! (And ways to controll and store it)

Author/Mod Team
Only me. But I suck at graphical stuff, so if someone throws in a picture or 2 at some stage I would be thrilled!

How to install
Steam only!
Subscribe (to all), and thats about it! Mods will be automaticly updated as the modders update theyre mods!

Current modlist and permissions:
Cupros`s Drinks - All permissions granted
Vegetable Garden - Permission granted over Ludeon PM
WM Smarter food selection - You may include my mod in your mods, but give credits
RimFridge - Pending
Please Haul Perishables - Pending
Cooks Can Refuel - MiT license

TODO:
Remove mods that permission is not granted for (I know that ive added some allready that I dont have permission for, however I really hope it will get sorted soon, who dont want theyre mods linked to from theyre own Steam workshop?)
Add thumbnails showing each mod instead of just links
Add better and proper credits to all modders!
#28
Sp0nges MMR (Modular Modded Rimworld) - Wildlife and Fauna

Description:
This will expand upon the basic module with wildlife and fauna. Currently this module can be used as a standalone and the baseline module is not needed!

Additional info
Adds a bunch of animals, ways to manage them and in its currently caves as biome modification.
Author/Mod Team
Only me. But I suck at graphical stuff, so if someone throws in a picture or 2 at some stage I would be thrilled!

How to install
Steam only!
Subscribe (to all), and thats about it! Mods will be automaticly updated as the modders update theyre mods!

Current modlist and permissions:
A Dog Said... - Permission granted on Steam Workshop
Animal Hoods - Permission granted on Steam Workshop
Animal Collab Project - Pending
Packified Animals - Anyone is free to do anything with this mod if they want
Wildlife Tab - MIT license
CaveBiome - http://creativecommons.org/licenses/by/4.0/.
CaveWorldFlora - http://creativecommons.org/licenses/by/4.0/.

TODO:
Remove mods that permission is not granted for (I know that ive added some allready that I dont have permission for, however I really hope it will get sorted soon)
Add thumbnails showing each mod instead of just links
Add better and proper credits to all modders!
#29
Sp0nges MMR (Modular Modded Rimworld) baseline

Description:
This will end up as modular way of picking and combining a pack of mods using the Steam Workshop. Goal is to have a baseline, then branch off where user can add more modules as they desire.

Additional info
This is ofc based somewhat on my opinion of what I prefer, there is no way to avoid that. The baseline is designed to not add anything like weapons, items and similar to the game, just what I would consider mods that will expand on the current vanillagame. Baseline can be played "as vanilla", just adding a somewhat better ingame controll over your pawns and actions.

Author/Mod Team
Only me. But I suck at graphical stuff, so if someone throws in a picture or 2 at some stage I would be thrilled!

How to install
Steam only!
Subscribe (to all), and thats about it! Mods will be automaticly updated as the modders update theyre mods!

Current modlist and permissions:
Hugslib - Feel free to use and include wherever. Credit is optional.
Better Workbench Management - GPLv3 license
Quality Builder - Everything is under Creative Commons License
Path Avoid - Allowed after asking on the steam workshop
Quality Surgeon - Everything is under Creative Commons License
Allow Tool - Feel free to use and include wherever. Credit is optional.
Miniaturisation - Can modpack makers include your mod in their modpack? Yes.
Hand Me That Brick - MIT license
I Can Fix It - MIT license
Medical Tab - MIT license
ResearchPal - Pending
Relations Tab - MIT license
HelpTab - Pending
#30
Could I include this mod in a pack im putting togheter? Cant really find anything about if thats fine with you or not in this thread (or in the workshop) :)