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Messages - TheSamuraiKenshi

#1
I just figured it out 1 minute before your post , thanks ! It's working
#2
Okay, Do you know how to do that in photoshop or gimp? I'm sorry, little bit newbie in that. Thanks anyway!
I found already 2 fixes for white edges but I didn't know it's about my problem. They are saying the same, 1% black opacity but how? :D
#3
#4
Help / Why textures made by me look so bad in game
April 20, 2020, 04:44:31 PM





Just look at the edges

Any ideas?
#5
Quote from: Ev0n on March 29, 2020, 06:25:36 PM
can you update the mod it doesn't spread anymore.
Updated.
#6
Quote from: Haplo on March 27, 2020, 04:14:00 PM
On Windows you can use the Microsoft Visual Studio Community Edition which is free.
Which workloads do I need to download to compile this?
#7
Hey, I just wanted to changed something in mod im of Madness – Vampires just for my own private purposes. Can someone compile it for me and upload somewhere? Thanks so much
#8
Mod Description:
First of all big thanks to creators of mod Communicable Diseases. Really great work!
There is a chance for this disease to happend. When pawn gets infected he will spread germs. Other people can get sick by walking next to infected pawns or areas. Disease can happend in every biome. Lower chance in cold ones.

Have any questions or suggestions? Add me on steam and write to me: https://steamcommunity.com/id/KenshiSteamProfile/

Disease Description:
This disease is hidden before hitting minor severity and is causing pneumonia. Coronavirus is dangerous for people that have breathing problem or on severity extreme while still having pneumonia. It's really important to tend pneumonia because both diseases cause breathing problems.
When pawns are sick they have bad thought "Pneumonia" that gives -15 to mood. Coronavirus can damage kidneys after some time it was cured.

Required mods:
Communicable Diseases:    https://steamcommunity.com/sharedfiles/filedetails/?id=2016577520
Load mod after Communicable Diseases.

Changelog:
-Updated to newest version 31 march 22:27 so virus can spread again.

Download:
https://drive.google.com/open?id=1PpP5W-T1RKX64UwnYw2-zdfOc6bjAE_O
#9
Reserved
#10
Mod Description:
First of all big thanks to creators of mod Communicable Diseases. Really great work!
This mod adds Ebola Disease and Hazmat Suit that you can research and craft for protection from germs.
There is a chance for this disease to happend. When pawn gets infected he will spread germs and blood. Other people can get sick by walking next to infected pawns or areas. Disease can happend in every biome except cold ones.

Have any questions or suggestions? Add me on steam and write to me: https://steamcommunity.com/id/KenshiSteamProfile/

Disease Description:
Some people can get immunity easily, some won't survive even when best doctor try to save them. This disease is random
and hardcore on it's own. Don't download if you expect happy endings.
Patients will get mental breaks very easily because of pain and other thoughts and when they do you can't control them.
They will spread disease even more easily. When person is sick he will get very bad thoughts:

Huge pain inside my body comes when person has organ internal bleeding. Rest of thoughts are when they have Ebola.
You should clean sick peoples room from blood and germs and make quarantine.

Hazmat Description:
Only full suit that consists of helmet and suit can provide 100% protection from infection. Other than that you might be forced to get rid of colonist because you get can everyone sick and die.
You need to research first Hazmat suit and helmet that requires Complex Clothing prerequisite.




Required mods:
Communicable Diseases:    https://steamcommunity.com/sharedfiles/filedetails/?id=2016577520
Load mod after Communicable Diseases.

Maybe next features:
Chance for infection from eating monkey.

Download
https://drive.google.com/open?id=1RsgEzDaBkw6eytWES7D3jMyiFdSLbicj

Changelog
-Changed name from Ebola to ebola haemorrhagic fever.
-Changed some biomes chances to occur ( The more warm biome the higher is chance ).
-Updated to newest version 31 march 22:27 so virus can spread again.
#11
This is addon mod for Communicable Diseases https://steamcommunity.com/sharedfiles/filedetails/?id=2016577520When a colonist becomes infected with either the flu or plague, they will begin to drop germs. These germs then get on your colonists as they interact with the same surroundings as the infected individuals. Finally, the germs cause your colonists to contract the disease in question.

My mod add Ebola virus and hazmat suit that protects from infection.Sick people spread blood and germs with virus so other pawns can get sick from walking near infected places.

Infection is very hard to cure. It's random, sometimes immunity build itself very fast but sometimes even best doctor can't help.When it hits minor body will start to bleed. When it hits more, vital organs will start to internal bleed and without tending they will be destroyed. You will need really big ammount of medicine.

Pawns that have ebola know that they maybe won't survive. They will have bad thoughts about it so they can easily break mentally and go spread infection.


To prevent spreading, colonists should research hazmat suits and tend sick people while wearing it. They should clean rooms and make quarantine as well. Sometimes prisoners can get sick as well.

As I said, ebola is very hard to cure. Many is going to die. This is hardcore mod.

Mod is in testing right now. Soon will be released.


https://imgur.com/a/lC2E1ks Mental Breakdown caused by panic
#12
It was Rimcusine mod, coliding with rimoverhaul or more faction interactions
#15
Quote from: TheSamuraiKenshi on September 03, 2019, 07:35:07 AM
Thank you my friend : )

After removing mod error still occurs
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PlayerItemAccessibilityUtility.CacheAccessibleThings (int) <0x01726>
at RimWorld.PlayerItemAccessibilityUtility.Accessible (Verse.ThingDef,int,Verse.Map) <0x00042>
at RimWorld.PlayerItemAccessibilityUtility.PossiblyAccessible (Verse.ThingDef,int,Verse.Map) <0x00044>
at RimWorld.IncidentWorker_QuestTradeRequest/<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__0 (Verse.ThingDef) <0x001bb>
at RimWorld.IncidentWorker_QuestTradeRequest/<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__1 (Verse.ThingDef) <0x00027>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.ThingDef>.MoveNext () <0x0016b>
at System.Collections.Generic.List`1<Verse.ThingDef>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x000d7>
at System.Collections.Generic.List`1<Verse.ThingDef>..ctor (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.ThingDef> (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x00070>
at Verse.GenCollection.TryRandomElement<Verse.ThingDef> (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>,Verse.ThingDef&) <0x000df>
at RimWorld.IncidentWorker_QuestTradeRequest.TryFindRandomRequestedThingDef (Verse.Map,Verse.ThingDef&,int&) <0x00156>
at RimWorld.IncidentWorker_QuestTradeRequest.TryGenerateTradeRequest (RimWorld.Planet.TradeRequestComp,Verse.Map) <0x00095>
at RimWorld.IncidentWorker_QuestTradeRequest.TryExecuteWorker (RimWorld.IncidentParms) <0x000e3>
at (wrapper dynamic-method) RimWorld.IncidentWorker.TryExecute_Patch1 (object,RimWorld.IncidentParms) <0x0005c>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x0008e>
at (wrapper dynamic-method) RimWorld.IncidentQueue.IncidentQueueTick_Patch1 (object) <0x000d4>
at RimWorld.Storyteller.StorytellerTick () <0x0002f>
at Verse.TickManager.DoSingleTick () <0x00610>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()