Maybe try to look into this mod Outfitted: https://steamcommunity.com/sharedfiles/filedetails/?id=1595812861
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#1
Mods / Re: Mod Idea: Pawns adapt to seasons/clothing decay (Need Help)
July 20, 2020, 11:10:38 PM #2
Unfinished / Re: [1.0] (WIP) Yes, Vehicles, Finally! - Stuck on 1.0, "flex tape" won't work.
June 06, 2020, 10:34:02 PM
There is no need to do ะก# things, soon there will be a new vehicle framework and we can port this mod to this framework.
#3
Mods / Re: Seeking for xml modder to help in the development of big alien-themed mod
May 12, 2020, 03:57:21 AM
The offer is still active. The mod during this time received a bunch of updates and new features, the mod is still developing, but I would like to receive some help, especially not just contributing, but actively developing from someone who wants to see elements from the Aliens in the game (horror and danger), XKOM (research and exploration), Stalker (expedition to the Infected Zone and extraction of resources from there). There is also a discord server for this mod, where there is a roadmap and you can write your suggestions and ideas: https://discord.gg/DvGFJXp
#4
Outdated / Re: [A12] Factions - By Thor's epic pecs, the norbals are back! (06/9/15)
May 12, 2020, 03:47:59 AM #5
Mods / Seeking for xml modder to help in the development of big alien-themed mod
April 21, 2020, 01:33:37 AM
Hi everyone, is there a modder who is interested in joining the mod team that makes an alien-themed mod? Mod about alien creatures and plants that invade the planet and begin to terraform it. This mod is a kind of crossover between Aliens and XCOM, but with other creatures. The project need a xml modder, which can create and edit xml files for alien weapons, bionics, mutations and much more. If interested, DM me and I will provide additional information. You can also contact on Discord, I have a nickname Taranchuk#0853. A few screenshots of the project:
#6
Mods / Re: Help me update Rainbeau's Rational Romance
March 01, 2020, 12:32:26 PM
Change the target .NET framework from 3.5 to 4.7
#7
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
January 30, 2020, 02:50:20 PM
Vehicles are not animals, so this is not possible. What Ninja said is about including an animal and a rider in a caravan for a speed bonus, if you use GiddyUp mods.
#8
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Added item selection to vehicles
January 30, 2020, 02:29:38 PM
There is no option to mount vehicles in the caravan window. You load the crew into the vehicle through the buttons in the bottom panel when you select the vehicle in the map.
#9
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
January 28, 2020, 09:56:43 AMQuote from: Divenity on January 27, 2020, 12:54:27 PMThanks for the advice. It helped in the development! I made a pull request to the repo, which adds a feature to load things into the vehicles. It adds a gizmo and by clicking you open a window where you can choose things to be loaded. Unfortunately, I can't draw out information about the mass capacity and the mass usage of the vehicle, it's too difficult for me. But if anyone wants to try to do this, then the repo has open source code.
When caravanning and entering another map, pawns are given a "give item to pack animal" option when right clicking on items in the world, if you can find that command in the gamefiles it may help you figure it out.
#10
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
January 27, 2020, 07:07:14 AM
I will soon add the ability to load things into vehicles as soon as I figure out the work system in RimWorld. So far, I manage to teleport things directly to the vehicle's inventory, but I want the pawns to do this on their own.
#11
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
January 20, 2020, 10:13:01 PMQuote from: NinjaSiren on January 20, 2020, 01:42:58 PMYes, tested in the game, no errors
Thanks, ill merge it. Have you tested your edits in-game, no major errors?
#12
Releases / Re: [1.0] Religions of Rimworld 2.0
January 20, 2020, 08:25:15 AM
I got the following errors at the start of the game:
QuoteCould not find type named ReligionsOfRimworld.JobGiver_ActivityStage from node <li Class="ReligionsOfRimworld.JobGiver_ActivityStage" />Hugslib log: https://gist.github.com/HugsLibRecordKeeper/6f6c20749a5e1338b1ddd83d82a78f6b
Exception loading list from XML: System.MissingMethodException: Cannot create an abstract class 'Verse.AI.ThinkNode'.
Could not find a type named ReligionsOfRimworld.IncidentWorker_Providence
Could not find a type named ReligionsOfRimworld.InteractionWorker_ReligionTalks
Could not find a type named ReligionsOfRimworld.JobDriver_TiedDown
Could not find a type named ReligionsOfRimworld.JobDriver_UntiePawn
Could not find a type named ReligionsOfRimworld.JobDriver_Pray
Could not find a type named ReligionsOfRimworld.JobDriver_DoReligionActivity
Could not find a type named ReligionsOfRimworld.JobDriver_ActivityPreparations
Could not find a type named ReligionsOfRimworld.JobDriver_Sacrifice
Could not find a type named ReligionsOfRimworld.JobDriver_ReadPrayers
Could not find a type named ReligionsOfRimworld.JobDriver_ListenPrayers
Could not find a type named ReligionsOfRimworld.MainTabWindow_Religions
Could not find a type named ReligionsOfRimworld.MentalBreakWorker_ReligiousBreakpoint
Could not find a type named ReligionsOfRimworld.Need_Piety
Could not find a type named ReligionsOfRimworld.Need_Pray
Could not find a type named ReligionsOfRimworld.RoomRoleWorker_Temple
Could not find a type named ReligionsOfRimworld.Building_ReligiousBuildingFacility
Could not find a type named ReligionsOfRimworld.ITab_ActivityTasks
Could not find a type named ReligionsOfRimworld.Building_ReligiousBuildingFacility
Could not find a type named ReligionsOfRimworld.ITab_ActivityTasks
Could not find a type named ReligionsOfRimworld.Building_ReligiousBuildingFacility
Could not find a type named ReligionsOfRimworld.ITab_ActivityTasks
Could not find a type named ReligionsOfRimworld.Building_ReligiousBuildingMain
Could not find a type named ReligionsOfRimworld.Building_ReligiousBuildingMain
Could not find a type named ReligionsOfRimworld.Building_ReligiousBuildingMain
Could not find type named ReligionsOfRimworld.JobGiver_Pray from node <li Class="ReligionsOfRimworld.JobGiver_Pray" />
Exception loading list from XML: System.MissingMethodException: Cannot create an abstract class 'Verse.AI.ThinkNode'.
Could not find a type named ReligionsOfRimworld.ThoughtWorker_Apparel
Could not find a type named ReligionsOfRimworld.ThoughtWorker_Apparel
Could not find a type named ReligionsOfRimworld.ThoughtWorker_ApparelStuff
Could not find a type named ReligionsOfRimworld.ThoughtWorker_ApparelStuff
Could not find a type named ReligionsOfRimworld.ThoughtWorker_NeedPiety
Could not find a type named ReligionsOfRimworld.ThoughtWorker_ReligionOpinion
Could not find a type named ReligionsOfRimworld.ThoughtWorker_ReligionOpinion
Could not find a type named ReligionsOfRimworld.ThoughtWorker_ReligionGroupOpinion
Could not find a type named ReligionsOfRimworld.ThoughtWorker_ReligionGroupOpinion
Could not find a type named ReligionsOfRimworld.WorkGiver_DoActivityTask
Could not find a type named ReligionsOfRimworld.WorkGiver_UntiePawn
Could not find type named ReligionsOfRimworld.WorldGenStep_Religions from node <worldGenStep Class="ReligionsOfRimworld.WorldGenStep_Religions" />
Exception loading from System.Xml.XmlElement: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.MissingMethodException: Cannot create an abstract class 'Verse.WorldGenStep'.
Exception while executing PostLoad on Religions: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
Could not instantiate inspector tab of type : System.ArgumentNullException: Argument cannot be null. Parameter name: key
Could not instantiate inspector tab of type : System.ArgumentNullException: Argument cannot be null. Parameter name: key
Could not instantiate inspector tab of type : System.ArgumentNullException: Argument cannot be null. Parameter name: key
Config error in Piety: needClass is null
Config error in Pray: needClass is null
Config error in SacrificeAltar: has null thingClass.
Config error in WorshipSpot: has null thingClass.
Config error in Lectern: has null thingClass.
Config error in Totem: has null thingClass.
Config error in Totem: has components but it's thingClass is not a ThingWithComps
Config error in Idol: has null thingClass.
Config error in Idol: has components but it's thingClass is not a ThingWithComps
Config error in AltarWithBook: has null thingClass.
Config error in AltarWithBook: has components but it's thingClass is not a ThingWithComps
Config error in SacrificeAltar: has null thingClass.
Config error in WorshipSpot: has null thingClass.
Config error in Lectern: has null thingClass.
Config error in Totem: has null thingClass.
Config error in Totem: has components but it's thingClass is not a ThingWithComps
Config error in Idol: has null thingClass.
Config error in Idol: has components but it's thingClass is not a ThingWithComps
Config error in AltarWithBook: has null thingClass.
Config error in AltarWithBook: has components but it's thingClass is not a ThingWithComps
#13
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
January 19, 2020, 01:04:18 AM
I think it's possible to reload weapons on vehicles with Combat Extended. You will need to enable the "CombatExtended.CompProperties_AmmoUser" tag in the CE patch and load the appropriate ammo on the vehicles and a menu will allow rearm. Or remove the weapon from the vehicle, equip and reload and install it back.
upd. I also made a couple of tweaks and balance adjustments and made a pull request on the Github, waiting for NinjaSiren to consider and merge, if there is no objection from him.
upd. I also made a couple of tweaks and balance adjustments and made a pull request on the Github, waiting for NinjaSiren to consider and merge, if there is no objection from him.
#14
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
January 12, 2020, 05:25:29 PM
Why PC research desk gives a base 250% to the research speed. At the same time, I am using vanilla high tech research tables and all the corresponding linkable from vanilla and mods, I can only get 200%. It's just wtf.
#15
Mods / Re: [Request] My unending gratitude for a mod!!
January 07, 2020, 10:21:18 AM
Dubs Paint Shop - https://steamcommunity.com/sharedfiles/filedetails/?id=1579516669