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Messages - apljee

#1
It's finally clicked with me, I had changed the file name from loincloth to br_loincloth and forgot to update the <wornGraphic> destination, instead I only updated the <texPath> which is why the apparel would display on the floor but not properly on pawns.

Solved!
#2
Help / Apparel textures not being registered entirely?
January 27, 2020, 11:45:35 AM
Hello. I've recently been working on a mod that adds some new content to the game. One of these new items is an apparel item called the loincloth. The texture path is Things/Pawn/Humanlike/Apparel/BR_Loincloth/BR_Loincloth and the original texture shows up in game (ie. when it's on the ground or something) but it is not properly displaying on pawns, as I get the following error:



For reference, here is a picture of the folder with the textures in it:



And here is a picture of my code, where the textures are referenced.



Any help on this matter would be appreciated, I'm not sure what I've done wrong and short of redoing the file I don't exactly know what I could do that might possibly fix it. Thanks
#3
can we get an update on the status of the mod/how it's working out so far?
#4
Off-Topic / Re: Count to 9000 before Tynan posts!
January 17, 2017, 06:43:10 PM
4976

when did tynan post?
#5
Unfinished / Re: [A16] The Great War
January 02, 2017, 07:47:51 PM
Update:

* Italy is entirely done, set aside the machine guns which are on hold.

* Germany is about... halfway done. I'm going to have to think a little harder in order  to get the Flammenwerfer done but I don't expect it to be too much trouble.

* As stated before, machine guns are still on hold.

* I might need a secondary texture artist because the first one is having a tough time getting things done. If you're interested in creating textures for the mod, or if you have any old files you might want to contribute, PM me.
#6
Unfinished / Re: [A16] The Great War
December 30, 2016, 04:19:39 PM
Quote from: Profugo Barbatus on December 29, 2016, 05:25:05 AM
Considering the size and weight of most great war machine guns, and the most common usage of them as emplacement weapons, I'd go for turrets.

Alright, thanks for your input. That's (probably) what we're going to end up doing.
#7
Unfinished / Re: [A16] The Great War
December 29, 2016, 03:16:56 AM
Quote from: koni on December 28, 2016, 04:24:03 PM
I like your idea, hope for a soon release.

we have Italy done, but we're wondering if we should make machine guns act as turrets (they don't get carried around by colonists) that require someone to operate them, or if they should operate similar to LMG's in the game. We think it should be turrets but we're not 100% sure on our decision.
#8
Help / Re: the ol' reverse-shield-a-roo?
December 28, 2016, 01:39:18 PM
Quote from: skullywag on December 26, 2016, 07:00:32 AM
With some simple (ish) modifications of the personal shield class you can achieve this. I did this here:

https://github.com/Skullywag/PersonalShieldMKII/blob/master/Source/PersonalShieldMKII/Apparel_PersonalShieldMKII.cs

In the AllowVerbCast method. The vanilla shield blocks shooting when wearing one, my one allows it.

Thanks.
#9
Unfinished / [A16] The Great War
December 25, 2016, 02:38:44 PM
The Great War

Description:
The Great War mod aims to add in a lot of content that comes from The Great War, otherwise known as World War One.

Features
For a full list of features, you can go to this link and you will be able to view the progress on weapons we've got done.

We also plan in adding actual factions in game to compliment their weaponry.

Credits
apljee (coding and some textures)
Yorshrun (helping with textures)
ShInZy (template for clothing)
Download
Not yet

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#10
Help / the ol' reverse-shield-a-roo?
December 20, 2016, 10:12:45 PM
is it possible to reverse the qualities of a shield and make it so that the shield can block melee attacks but not ranged ones (or, preferably, block ranged ones but not quite as good)

or are shields already like that (aside from the blocking ranged stuff)

idk

thanks for any help
#11
Off-Topic / Re: Count to 9000 before Tynan posts!
August 08, 2016, 08:54:53 PM
This thread is still going on? Jesus christ. I remember back when it hit 100...

4099
#12
Off-Topic / Re: Count to 9000 before Tynan posts!
March 06, 2016, 07:18:35 PM
2680
680 posts ago, I wanted to post "2000, my birth year", but then I went inactive.
#13
Quote from: Dragoon on March 01, 2016, 12:08:42 PM
I found this http://www.moddb.com/mods/rimwars-attack-of-the-clones

I haven't gotten any errors and seems to have the clone faction in it.

I released the assets and someone made the mod for me, though it doesnt have all the features I planned to add.
#14
Off-Topic / Re: Count to 9000 before Tynan posts!
January 09, 2016, 11:11:57 PM
Quote from: Skissor on January 09, 2016, 08:37:41 PM
1994 the year I was born ;)

No double posting.

1994, the year Skissor was born!
#15
Congrats on the release.