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Messages - moglus

#1
Quote from: Mihsan on March 27, 2016, 05:31:22 AM
May 9.

Honestly if that was the case i'd probably never even download it, i'll be too busy devoting the rest of my life to Stellaris.

And my guess is April 8th.
#2
General Discussion / Low "rainfall" in cold biomes?
January 20, 2016, 05:34:21 AM
It might be just me... but i don't really understand the reasoning for the low "rainfall" on ice sheets... or tundra/boreal tbh. As a Scandinavian i have to say to reassure everyone that blizzards (the weather phenomenon, not the company :P) still very much do exist despite global warming, and in actual arctic climates (like Greenland, parts of Iceland, et cetera) snow in general is fairly common, as is rain when temperatures do occasionally rise above 0c

i guess i just find it odd that i never see that many snow storms on an ice sheet in rimworld. and the only biome with pretty extreme "rainfall" is the tropical rain-forest
#3
Quote from: JimmyAgnt007 on January 15, 2016, 01:59:39 PM
It would be nice to have workshop support.

^^^^ That as well!! steam workshop integration would be such a great feature for Rimworld

EDIT: Btw JimmyAgnt007 that was your 666th post.........................
#4
Mostly i think it's just that a lot of us (myself very much included) HATE the manual updating and sendowl. Games owned on a steam account automatically updates when a new update is available, and since i use my steam account all the time i'll instantly see it when a new update is released, unlike the current system where i only find out by chance a couple of days, sometimes weeks, after release.
#5
Help / Re: can't get new mod textures to load
February 23, 2015, 12:53:35 PM
Quote from: moglus on February 23, 2015, 12:44:49 PM
Quote from: skullywag on February 23, 2015, 12:15:34 PM
Yeah its a folder as i stated in my last post. Did you try that OP? So make a folder with your _a and _b images in it and point your def at the FOLDER.

already tried it, but no luck there either. tho i might just be doing it wrong so will try again

didn't work
#6
Help / Re: can't get new mod textures to load
February 23, 2015, 12:44:49 PM
Quote from: skullywag on February 23, 2015, 12:15:34 PM
Yeah its a folder as i stated in my last post. Did you try that OP? So make a folder with your _a and _b images in it and point your def at the FOLDER.

already tried it, but no luck there either. tho i might just be doing it wrong so will try again
#7
Help / Re: can't get new mod textures to load
February 23, 2015, 10:11:33 AM
Quote from: skullywag on February 23, 2015, 09:39:18 AM
Well beer in core is beerA and beerB i think.

this is beer in core
#8
Help / Re: can't get new mod textures to load
February 23, 2015, 04:59:24 AM
QuoteIn def Try to delete   <graphicClass>...</graphicClass> Try with out this.


the game did not like that
#9
Help / Re: can't get new mod textures to load
February 23, 2015, 04:40:40 AM
Quote from: aWtO2 on February 23, 2015, 04:34:07 AM
Try Rename file like AgaveTequila(for single) and AgaveTequilas(for stack)

didn't work  :-\
#10
Help / Re: can't get new mod textures to load
February 23, 2015, 04:26:27 AM
Quote from: skullywag on February 23, 2015, 04:14:34 AM
Try putting your 2 images in a folder with the same name a your item without the a or b and then put the 2 images inside that. Dont change your def. Its pointing to a folder not an image file.

that doesn't work either
#11
Help / Re: can't get new mod textures to load
February 23, 2015, 04:08:26 AM
Quote from: skullywag on February 23, 2015, 03:51:26 AM
Your images will be the same for a single thing and a stack of things by using single. if you wanted it like beer where you have 1 bottle and then a stack of bottles with different images you should use stackcount. Think the images just need to be named the same and have an A and a B on the end of the filename.

When you say recipe isnt working. Have you forgotten the worker def?

when i set it to stackcount like beer i get the error when loading, despite there being _a and _b at the end of the two files, they are named the same way the beer files are, but they refuse to load. setting it to graphic single works, but now when they drink it it looks like he's downing 5 bottles of tequila

the worker def? (sorry i'm very new to this)
#12
Help / Re: can't get new mod textures to load
February 23, 2015, 03:47:01 AM
Quote from: aWtO2 on February 23, 2015, 03:38:54 AM
Try this:

<graphicPath>Things/Item/Drug/AgaveTequila</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>


thank you that did the trick ^^ now if only i could figure out why the recipe isn't working :/
#13
Help / can't get new mod textures to load
February 23, 2015, 03:33:56 AM
so i'm making a mod that adds three new types of alcohol to the game, and i've made the textures, but they won't load in the game



also the recipe doesn't work, it doesn't appear as a job in the brewery
other then that the alcohols work fine when spawned in






#14
Outdated / [MOD](Alpha 9) Hydroponic Corn (v.1)
February 22, 2015, 07:11:08 AM
Hydroponic Corn


Description:
This is my first mod so it's fairly simple. Adds Corn and Agave to the hydroponic tables.


For balance reasons i also had to change the agave a little, agave now breaks on harvest like all other crops (otherwise you'd just harvest them and never have to replant them... too easy)
also the harvest yields of agave are now closer to that of other crops (slightly less then corn)

Download
https://www.dropbox.com/s/6lb4jig1u0ffrjb/Hydroponic%20Corn.rar?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Thanks to:
Latta: for telling me how to do this
#15
Help / Re: help- how to add other plants to hydroponics?
February 22, 2015, 06:19:11 AM
thank you ^^
ps. big fan of RimEffect