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Messages - RagingLoony

#1
Help / Re: Modding help please - Ferrets
October 23, 2017, 08:28:23 AM
I regularly use photoshop, but I just don't have the patience to sit and draw, especially with a mouse lol. I have made a request post if anyone out there is inclined, and I also have some artsy friends I've asked, so We'll see how it goes. Who knows, it may even end up here on the forums one day.
#2
Mods / (TEXTURE REQUEST) Ferrets
October 23, 2017, 07:43:56 AM
Recently bought myself some ferrets IRL, and havent found a mod that adds them, so adding them in myself. Everything code wise is done, but I SUCK at drawing, especially with a mouse.

Does anyone have any rimworldy style animal textures that resemble ferrets? or is there anyone that can whip one up?

Please and thanks

EDIT: I attempted to do a side view myself, and this is how it turned out, for some reference. I tried front and back, but I just can't... I suck so bad with art...

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#3
Help / Re: Modding help please - Ferrets
October 23, 2017, 07:42:10 AM
Surprisingly easier to learn than I thought. Had already done everything there before you posted :P

everything is now set. I just need a front/back/side texture for a ferret.... And I suck at drawing. Thank you for your reply though!
#4
Help / Modding help please - Ferrets
October 23, 2017, 05:01:06 AM
OK, so, recently I bought some ferrets IRL, to go hunting rabbits and stuff in my local area (alot of farmland)

They amazing little guys, and I wanna add them into rimworld. I'm good at editing pre-existing stuff, but a little clueless at making something myself. So I figured I'd ask here for some guidance and help in bringing my furry lil friends into the Rimworld.

I was thinking of basing them off of fox's, as fox's already have very similar AI to what I want. they're smaller than wolves, but also hunt small animals like squirrels and rabbits.

I remember reading a while back about people making little mods like mine, but breaking alot of other mods because they'd edit the core def's and stuff,which I want to avoid, obviously.

Any and all help is greatly appreciated
#5
Releases / Re: [A16] SeedsPlease!
February 09, 2017, 08:18:10 PM
Got an odd bug, not gamebreaking or anything, kinda funny actually. It's to do with eaither Seeds or MFO, as this didn't happen before adding them just now. When combined with MApReroll, when you reroll your character(s) will be naked lol. Everything else is fine, except they're naked after reroll. they have thei clothes on intial spawn, but after reroll their clothes are lost to space and time.

EDIT: I assume this has absolutely nothing to do with Seeds, and is something to do with MFO, but I thought I'd say I added them both for transparency purposes
#6
Any news on an update, Kenny?
#7
Any chance of getting a Combat Realism patch?
#8
Skully, just wanted to apologize, there was never a problem with the dermal regenerator. I was just really, REALLY stupid and didn't realize until now that it's not done through bills but done by selecting a colonist then right clicking the machine....
#9
Dunno if you remember but I was getting those NULL factions a while back? I worked out what it is and it's GlitterTech mod. with GT I get 2 NULL factions, without I dont get them. So I guess it;s something to do with the orion corp?
#10
Quote from: Sam_ on May 28, 2016, 03:23:05 AM
Quote from: RagingLoony on May 27, 2016, 05:06:17 PM
Noob question but I dont understand the surgery problems people are having? I'm using glittertech with combat realism, EPAO and ADS, and I'm having no problems in a load order of about 30 mods?

A helpful question actually, which tells me there are people that DON'T have any issues. Unfortunately for sanity's sake there are errors that aren't always displayed in the console on the initial launch. I have seen errors with Glittertech and some other mods where animals spawn with five front legs, or OC tanks spawning with a herd of mechanoids, or just general instability.

If you have yet to see any of those perhaps you could share your mod load order, a simple screenshot would do, in order to help others find the right order and help me determine conflicts.

sure, no problem. don't get me wrong, it took some trial and error, I'm still fairly new to rimworld, I've owned it about 3 weeks now? lol. I did some editing in the misc robots to add a gardener and a cutter bot that worked with enviroseeds/veg-garden, and i edited ADS so snakes have legs (don't ask). and whatever mod edits the biome defs so that most everything except snowhares and polarbears spawn in all regions. was tired of having to buy chickens/cows and other animals. apart from that i dont think I've made any other changes to anything, and the changes I did make aren't anything that would make a mod work/not work with something else. So vanilla mods in this order should work i guess? Maybe? let me know if you spot anything wrong in this order btw, I haven't found any problems but that doesnt mean there arent any. I occasionally get animals that stay still in the "wander" state, and sometimes sounds dont load (IE construction/mining sounds) but a simple restart of the game solves this.

EDIT: I also changed the labels on all your prosthetics to have GT at the start, so GTadvanced bionic X and GTcybernetic X, just so I could tell the difference between yours and the ones in APOE surgery mod or whatever it's called. But, again, nothing that would solve or cause a conflict

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#11
Noob question but I dont understand the surgery problems people are having? I'm using glittertech with combat realism, EPAO and ADS, and I'm having no problems in a load order of about 30 mods?
#12
Quote from: Haplo on May 26, 2016, 04:34:56 PM
No, I haven't made a patch for CR yet. Just didn't have the time for it, so as long as I haven't patched it, it won't work with CR.
This is valid for the WeaponBase, the Training Facilities and MAI. And also Robots if you make a combat version..

training facilities work fine, I'm using them along with CR, just fyi.
#13
Quote from: Thorbane on May 26, 2016, 03:50:36 AM
I found an odd incompatibility, this mod and Fluffy's Area Unlocker don't like each other.  Tested with only CCL installed alongside both.

I'm using both and having no issues, that's really weird.
Quote from: joaonunes on May 26, 2016, 04:44:02 AM
Should this mod be compatible with the latest version of Balancing Act? Because in the latest patch it says that it increases the trader frequency would it affect this mod if loaded it before/after?

Nah, because they only show up when you schedule for them, and they're their own thing. I'm using a mod that just up's the trader frequency and everything is fine
#14
Quote from: bechtoldj on May 24, 2016, 04:28:24 PM
We appreciate your effort!

Any intentions of making this compatible with Combat Realism?At least for alpha 13 since Combat realism has been officially discontinued for now.   
I can just imagine the intense combat that would ensue from combat realism making this mod even more fun and difficult.

I'd like to see crawling zombies, well not crawling but zombies able to move with no legs, which i think can be done by adding the movement status to the arms of zombies as well as legs so if legs are completely gone it still has some movement from the arms. That and headshot only deaths, which I think is also possible by making its only critial organ the brain. but yeah being compatible with CR would be amazing!
#15
Outdated / Re: No Bad Organ Thoughts
May 24, 2016, 08:05:40 PM
Oh wow been looking for something like this for a while :D Thank you very much!