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Messages - sefin_88

#1
Mods / Re: Nominate a mod to be included in RimWorld!
August 11, 2016, 09:48:09 AM
EdB's Prepare Carefully.  This is by far my most favorite mod.  I like to set my colonists up a certain way before I send them off to fend for themselves.  :)
#2
While changing the script in CCL will do what you wanted.  You really dont want to mess with the CCL files.  Instead you should create an additional "ModHelperDef" that mirrors what the vanilla tweak def does and place this one inside the extended storage def folders. 

This way CCL isn't dependent on extended storage. 
Extended storage would be dependent on CCL.

Hope that was easy enough to understand.  If you need any help just PM me.
#3
Help / Re: Trader/Visitor error (Medicine)
August 07, 2016, 06:19:18 PM
Thanks for the help.  I will definitely try this.  Ill leaving on a trip tomorrow but ill post as soon as I narrow it down.
#4
Help / Re: Trader/Visitor error (Medicine)
August 07, 2016, 03:59:40 PM
I think I'm on the right track.  If a script is written to generate stock category - medicine.  Then its also scripted to generate a specific medicine.  It wont generate twice, will it?  Thus giving the error?  If that 'is' the case then it either needs to be a specific category or a specific item; but not both.    Thoughts?
#5
Help / Re: Trader/Visitor error (Medicine)
August 07, 2016, 02:53:31 PM
I know there is a valid reason for:

<li Class="StockGenerator_SingleDef">
        <thingDef>GlitterworldMedicine</thingDef>
        <countRange>
          <min>-30</min>
          <max>20</max>
        </countRange>
      </li>


Any reason why a stock would be set to a negative number for a minimum?
#6
Quote from: kaptain_kavern on August 05, 2016, 10:03:20 AM
Because Tynan has removed the options to do that recently. What you can do is install a peg leg and remove it just after ;-)

I'm working on a parallel mod that will readd some options to get actual body parts from dead/corpses (that was not that hard to mod) but It need heavy balancing in order to not get too overpowered (that's actually quite harder) but I'm slowing getting there.

Anyway, hope the peg leg trick will suit you

I could recommend that you have to refrigerate extra body parts and if you were to remove it from a corpse then the corpse should be "fresh" and not rotten.

However having to refrigerate all parts would change the game a lot since right now organs and such do not have to be refrigerated.
#7
@Serenity (I'm sure skullywag knows how to do this)  ;)

It is possible to update this.  It involves editing the xml file in the Community Core Library - Vanilla Tweaks\Defs\ModHelperDefs folder.  The Attached image is the way it should look.  If you dont know how to/want to edit it yourself you can DL it from my dropbox link

https://www.dropbox.com/sh/khhcm6fesu4ux2n/AADTjlA-3V5yVukiXB_Ol-2oa?dl=0

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#8
Help / Trader/Visitor error (Medicine)
August 07, 2016, 09:06:23 AM
I regularly get this error when a Visitor, Trader, Caravan, or Orbital trader arrives.  It occurs with Glitterworld Meds, Regular Meds and Herbal Meds.  I can't seem to narrow down whats wrong.  I use a lot of mods and I'm guessing something is messing with the way traders spawn in meds to sell.

Any help would be appreciated.

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#9
Help / Re: Recipe available only after research
August 07, 2016, 07:16:59 AM
Quote from: 1000101 on August 07, 2016, 06:16:36 AM
It doesn't matter where in an xml block a tag is as per the xml standard.

Cool thanks for that.  I don't know much about scripting and such but I'm a quick learner.  Everything I know about xml stuff I have literally learned from here and modding other games within the past year.
#10
Help / Re: Recipe available only after research
August 07, 2016, 06:05:57 AM
I worked it out.  I put the above line in the script after this line:
<soundWorking>Recipe_Machining</soundWorking>

and everthing works perfectly now.
#11
Help / Recipe available only after research
August 07, 2016, 05:39:16 AM
If I wanted to make a repair recipe available only after the required research was done for the item.  Where would I put the script?

<researchPrerequisite>RESEARCHnameHERE</researchPrerequisite>

does it matter where this line goes or does it have to be in a certain place in the recipe def?
#12
Outdated / Re: [A14d] Project Fallout v1.2c (New fix)
August 06, 2016, 09:20:45 AM
I believe I found the problem with the pink square on some pawns with Raider Armor.  There should only be 3 textures for the "Hulk" pawn type.  In the texture folder located   Project Fallout v1.2\Textures\Things\Fallout\Apparel\PowerArmor\Raider\Armor.  Delete the texture labeled RaiderPA_Hulk and leave the other three "Hulk" types (front, side, and back).  Should fix the issue with the pink squares.
#13
Im not getting the "a packet was sent ChatMessagePacket"  but I am recieving all the packets....maybe I have a firewall issue on my end.  I am playing from Kuwait on public internet....
#14
and this is without it.

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#15
Im having small issue where some of the pawns have pink squares around them when Raider Power armor is equipped.  This doesnt happen all the time.  Some times raiders will have the pink square, other times they wont.  I can confirm its with the power armor cause when I take it on and off it effects it.  I cant seem to figure out why though.  Like I said its only on a few pieces of Raider armor and not all of it.

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