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Messages - oniryuuko

#1
Help / Re: RimWorld core art source
March 09, 2014, 03:26:40 AM
Quote from: Tynan on March 07, 2014, 09:39:18 AM
Quote from: shadowtajun on March 06, 2014, 10:00:10 PM
Cheers Tynan,

Are there any requirements for changing art? like dimensions etc? Or is it more do whatever you would like?

It's your mod - do as you like with it!

The Question appears to be more technical; What file types are accepted, whether a texture has to be a specific dimension (Minecraft, for instance, can use any power of 2 for its textures), whether or not alpha is allowed, and so on. Basically a question of what can the game's core libraries accept.
#2
Help / Re: TUTORIAL - Modding Guide
March 09, 2014, 01:54:23 AM
Quote from: Tynan on March 09, 2014, 12:03:01 AM
Quote from: oniryuuko on March 08, 2014, 11:52:49 PM
The guide needs to be changed, for textures. DXT1 seems to no longer be what the texture files rely on. Unity Assets Explorer refuses to import any DXT1 file types because they're much smaller than what's currently in the assets file. DXT5 is the proper file size and imports just fine into UAE, and also loads into the game without any issue. DXT3 is the right file size, but on conversion back to .tex, has visual artifacts.

You shouldn't need to use DXT at all, the game supports loading from PNG now.

The guide refers to editing the assets file, which the only editor the guide offers will only allow same file size replacement, so in order to follow the guide exactly as it's listed in order to change textures, it is, in fact, necessary to use DXT5 (Where the guide says to use DXT1). So long as it remains unchanged and stickied, people will attempt to follow it and hit a brick wall when Unity Assets Explorer won't import files.
#3
Bugs / Re: Game fails to start.
March 09, 2014, 01:42:33 AM
If you know how to, I'd suggest recording a video of you recreating the issue and uploading it to Youtube. The unregistered version of Hypercam is free and works more than well enough for this. Failing that, you could try posting a series of screenshots. The devs, should they read this, would also likely want the DXDiag for your system (google it). Any of these would help determine what the problem potentially is.
#4
Graves accepting all corpse types is left over from pre-Alpha 2, as back then you could not butcher animals, so you built up large amounts of animal corpses that you couldn't do anything with.

As a temporary fix, you could install this mod:
http://ludeon.com/forums/index.php?topic=2270.0

Works very well by changing the default allowed storage of graves to human only.
#5
Bugs / Re: White screen / rain on startup
March 09, 2014, 01:33:39 AM
Flow chart of how to handle this issue:

Start a new colony. If the problem still persists, redownload the entire game, fresh, without any mods. If the problem still persists, then provide the developers with your DXDIAG (Google it if you don't know how to generate a DXDIAG log).

However, if starting a new colony fixes the problem, then there's an issue with your saves. This could happen if you either installed a new mod since you last successfully loaded these saves or if you have removed any mods, no matter how large or small, since your last successful save.
#6
Bugs / Re: Shadow issue
March 09, 2014, 01:29:27 AM
This issue exists for me as well (much to my annoyance). I have a higher end computer, so it's not just bad hardware that's causing it, merely a side effect of a game that hasn't had all it's bugs ironed out, but that's what happens when you buy a game in it's early Alpha testing.
#7
The issue isn't with any of your mods. When a cave, even one on the edge of the map, isn't immediately visible, it will appear to be solid rock. When dug into, what's supposed to happen is that the roof in that area gets removed and the entire region is revealed, as if it always was visible. What appears to have happened is your game spawned an unusually large cave just like this, and when attempting to make it visible, the game seems to have stopped, either because of a glitched block or because it's not designed to reveal such a large area like this.

Unfortunately, this is a bug that, even when fixed, likely will NOT fix old saves. If you'd like to, though, you could probably fix the area with RimEdit, at:
http://ludeon.com/forums/index.php?topic=1560.0

This tool has a rather well made map editor, although there is no guarantee that it will even be able to load a save broken like this, let alone fix it. My suggestion is to just replace all the area that has the glitched rock roof with natural stone walls and continue mining it out as you desire.
#8
Non-potato food types are new in Alpha 2 (although the berry bushes and agave existed before then), and as such aren't properly refined yet. It's possible that Ludeon will make bushes and agave plants persistent through harvesting, but the harvest command was originally designed around potatoes, and only potatoes, which are destroyed upon harvest. Give it a couple version, Rimworld might have the persistent plants it should, but as of Alpha 2, this isn't a bug, simply how the game is programmed.
#9
When this happens, you're supposed to receive a red message telling you that the roof has collapsed. This indicates inadequate support for said roof (the only reason a roof can collapse, real life or not). Basically, as you're mining, just occasionally leave 1x1 rock pillars or build a 1x1 wall to hold up the roof until you move on to properly building in that area.
#10
Bugs / Re: Unable to close trading window
March 09, 2014, 01:12:50 AM
I've had the same issue, every great once in a while. Almost everytime this occurs, though, I'm able to fix it with esc, and if that doesn't work, I alt+tab (I play full screen) and then hit esc, which hasn't failed me yet.

Not related to saves or any specific situation, just a side effect of the game not having all the bugs ironed out yet.
#11
This is done specifically so that your colonists will not eat in a Prison area. If you were a colonist, I doubt you'd want to sit in the middle of the prison cafeteria and eat, where it would logically be very dangerous (even though prisoners can not be dangerous to non-prisoners, without weapons). Granted, if it was the only way you could eat, I'd surmise that you would pick that option, but the AI for colonists isn't finished yet. It's possible that they might eat from a prison Nutrient Extractor in some future version, given no other option, but it's hard to say when this might happen.
#12
Bugs / Re: White Screen in Alpha 2
March 09, 2014, 01:01:34 AM
It's been stated, in quite a few places in fact, that the Alpha 2 can NOT load saves from earlier than Alpha 2. The same issue occurs when you uninstall a mod that has already changed the save file, or install a mod that changes certain game files.

This is caused by the save file attempting to call an object or terrain that either does not exist, requires extra information that the save file doesn't contain, or the save file contains extra information that the object/terrain can not handle. As of right now, there's no function to update old save files, however, Ludeon is working to change the way save files are handled to fix this issue, but as of right now, it's not the highest priority.
#13
Bugs / Asset File Modding Issue
March 09, 2014, 12:56:48 AM
This is a very easy to avoid bug, so long as you know what's causing it, so I'm not asking for help, merely informing the devs of an issue.

While editing the assets file, to mess around with the Backstory, Trait, and Name xml files, the assets editor I was using attempted to import the files, but failed, and then deleted the files out of the assets folder (Not the problem, since that's a third party program). Despite knowing this, I was curious how the game would react to missing some of these files, so I started it up. Rather than the game crashing, or throwing up an error, or anything of the sort, I received a black screen which I couldn't tab out of (the OS/game was still trying to run, as I could move my mouse around the screen), no amount of ctrl+alt+del, ctrl+shift+esc, windows+tab, alt+tab, and alt+f4 made a difference.

In the end, I was forced to hard reset my computer to get out of the program. My only suggestion is to attempt to fix the aforementioned issue. I had all my open work saved already, but this could cause a lot of lost work and frustration, leading to the modder getting discouraged. It's also possible, though I'm not sure through what means, that this could happen to someone who hasn't at any point attempted to edit the asset file.
#14
Help / Re: TUTORIAL - Modding Guide
March 08, 2014, 11:52:49 PM
The guide needs to be changed, for textures. DXT1 seems to no longer be what the texture files rely on. Unity Assets Explorer refuses to import any DXT1 file types because they're much smaller than what's currently in the assets file. DXT5 is the proper file size and imports just fine into UAE, and also loads into the game without any issue. DXT3 is the right file size, but on conversion back to .tex, has visual artifacts.
#15
Outdated / Re: [MOD] (Alpha 2) Atomic Power
March 02, 2014, 07:49:25 AM
Half again doesn't mean it produces half power, it means it produces as much power as the Geothermal plant, and then an extra half of the Geothermal plant's output. Still, it's completely unreasonable that it produces so little power, especially at the rate it consumes uranium.

Also, Vas, Nuclear reactors work independent of gravity, as does any generator which relies on steam to produce power, including non-photovoltaic cell-based solar panels. This is because the steam doesn't rise because it magically defies gravity based on the simple fact that it is steam. This happens because the steam itself weighs less per volume than air, a direct effect of increased pressure of the gas. This pressure is what forces a turbine to spin, as the steam that makes it to the other side of the turbine is already cooler, and therefore lower pressure, than the steam freshly produced. As it continues to cool, it recondenses into water, where it can once again be heated into steam and keep the turbine spinning.

http://en.wikipedia.org/wiki/Steam_turbine