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Topics - jacob814

#1
Help / SectionLayer Building Shadows
June 22, 2020, 05:04:45 AM
I was curious if anyone knew which of the SectionLayers handled the moving building shadows that move around with the sun. Im looking at the code and either SectionLayer_SunShadow or SectionLayer_EdgeShadows but Im having a hard time figuring out which one. Also, this code looks generated by a unity program, or at least the de-compiled code does. If I wanted to make my own SecitonLayer, would it be best to attempt to replicate the code present or use the aforementioned program?

I understand this is a bit complicated to get into. I am asking this as I am looking into adding a sectionLayer for walls that don't block light to mimic sunlight going through the window. It would need to be layered on top of the SectionLayer_LightingOverlay and possibly whatever layer handles the building shadows, the tricky part being only displaying the sunlight inside rooms that have walls that border the outside. Its a bit more complicated than that but this should give you an idea.

Im afraid that there are only a select few people to help me, namely Tynan who I assume created the original code, but its worth a try to ask.
#2
Help / Save file Map algorithm
April 20, 2019, 02:18:46 PM
Since Im still very new to modding, does anyone have the source code for the algorithm that stores the save game map tiles and more importantly the roof type?
#3
Help / Remove Quality tag from furniture?
December 21, 2018, 03:41:08 PM
For a reason unkown to me, my lights for my mod now show a quality tag if you zoom in. Is there a way to either hide it or remove it completely?

Example: https://i.imgur.com/wRzzcHB.png
#4
Bugs / Wiki Events not Correct
September 02, 2018, 09:16:43 AM
Under the Fallout Section of the Evens section https://rimworldwiki.com/wiki/Events

It states you can pick up freshly dead corpses and use them for food. This is untrue with the current state of the game as they immediately turn into a rotten corpse. I dont use the wiki much but for those who have power to do so, it would be helpful to change that. If the wiki is suppose to be correct, then this is a bug.
#5
Help / Disable building on research?
December 09, 2017, 12:20:16 PM
Is it possible with xml to disable a building with research? If not does anyone know if a modded Library does this? CCL has this feature but is not up to date with the game.
#6
Help / Updating mod to B18, unknown error.
November 22, 2017, 03:13:31 PM
I am on my way to updating my Glasworks mod but am encountering an issue that I dont know how to resolve as the error does not point to where the error is.

Error:

RimWorld 0.18.1722 rev1198

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this essage is harmless)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No RimWorld.StatDef named MeleeWeapon_Cooldown found to give to RimWorld.StatModifier (null stat)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


I have no clue where this cross-reference error is happening in my code as I dont touch anything close to Weapons. Code can be provided but I was hoping somone could see my glaring mistake from the error.
#7
Help / Can someone help me get a group of textures?
June 04, 2017, 10:59:01 PM
I am trying to understand how the game creates the rubble texture when a wall is destroyed. I think it is made up of multiple textures but I am unsure. I really don't want to have to try to get the textures from the compiled code or whatever it is. If someone could help me, I would be very thankful.
#8
Help / Roofs, few questions about them.
December 28, 2016, 05:15:47 PM
Roofs have been in the game for quite some time now and are what "complete" a room. Im guessing they would be coded rather than scripted in an xml file. I want to learn more about them for and idea I have but have no clue where to look. If someone could help me out and/ or point me in the right direction I would be very thankful.
#9
Is it possible to have certain lines of xml code run if another mod is present without code? and if not does someone have this code made wiling to share with me?
#10
Mods / [Artist NEEDED] Author of Glass+Lights
August 01, 2016, 05:29:52 PM
I am the author of Glass+Lights and am asking for an artist out there to help me out with texture for things I would like to add into the game. I have some really good ideas and even ways to carry them out but anything organic is out of my reach when it comes to art. I have higher standers when it comes to art then when I can produce myself. If anyone can help me out or suggest someone I would be very happy.
#11
I am trying to update my mod and I keep getting this error "Could not resolve cross-reference: No Verse.KeyBindingDef named found to give to Verse.ThingDef _______"

I have no clue where to start on how to fix this and google isnt helping either. If anyone has a way to fix this I would be very thankful.
#12
I am the author of the Glass&Lights mod and plan to add my mod to the rimworld steam workshop when released, that is if there will be one. Has @tynan said anything about this or will the @tynan get him to this post :P
#13
Help / Remove the electric wire
June 01, 2016, 08:08:01 PM
Is there a def I can call to remove the electrical wire that connects the object to the closest power conduit. Like how the standing lamp has that squiggly line between it and a conduit.
#14
Help / How big is a single tile texture?
April 25, 2016, 09:57:05 PM
Read the title please.
#15
Mods / Just throwing this out here, feedback plz.
April 23, 2016, 09:38:25 AM
Would it be possible to have a battery emit light only when it has power using pure xml?
#16
Help / Importing thingClass into another thingClass
August 25, 2015, 12:57:45 PM
I know how to do this in java but not so well with xml files. I want to import the StandingLamp,from the vannila furniture xml,  base parent into one of my own xml's. I know there is a simple fix to this if I was to copy and paste it into my own file but I am curious.
#17
Releases / [1.3] Glass&Lights Last Update: [8/13/21]
August 06, 2015, 10:20:53 AM
jacob814's Mods
<---------------------------------------------------------------------------------------------------------------->

Glass&Lights:
A mod that adds an assortment of lights to the game as well as glass to go along with it.

Notes:
- To start using this mod once enabled, you should research the glass and lights. They do have a decent beauty factor so it isn't aesthetically pleasing just to the player, but the pawns as well.
- If you have questions, concerns, or even a suggestion, let me known down below.
- This mod is on the Steam Workshop. This forum post is for those who have decided not to migrate to steam for one reason or another. All latest releases will be on steam (small bug fixes/changes). I will only update the GitHub when a major update is finished or a bug I've missed is making it unplayable/annoying.

Mod Team/Credit
- Author: jacob814 (NanoCE <-Steam)
- Texture Artists:
    Steam - Cammerel
    Steam - jptrrs
    Steam - EvilChaosKnight

-Localizations:
  Chinese/汉字简化方案 : Future93
  Japanese/日本語 : Proxyer
  Simplified Chinese/简体中文 : NBurger500
  French/Français : qux

Download
- Latest Glass&Lights Github Download

Updates
All update notes can be found on github and on the steam workshop...


Modpack/Public Release Permissions (Updated):
-Modpack Authors: If you are to release a modpack with this mod, I would love to showcase your modpack on both this page and the steam workshop. Please let me know either by a pm or posting here.
-Modification: What you modify with this mod is not up to me but if you redistribute my mod without written consent from me, the mod author, I will be doing everything in my power to remove your mod from whatever platform you decide to distribute it on. Ask me first. If you create a feature that is well done, it is likely just to be added in the mod itself.
-Youtuber: If you are a content creator and want to showcase my mod, for the better or worse, I would be more than delighted. I would love to show off the video here, just let me know.

Pictures:
#18
Help / isEdiface - Collision with walls
August 04, 2015, 09:23:10 AM
I am the author of the ceiling lights mod and have run into an issue that has been brought up by a few people. The ceiling light takes up space. I think it is dumb as well but, correct me if im wrong, the only way for the ceiling light to be placed with anything else is if the: isEdiface = true. This is all fine and dandy but leads to the problem of the ceiling lights being placed in walls. This is a feature that I will not allow and I was wondering if the isEdiface has a variable to make the object(ceiling light) only placeable in areas that are not <altitudeLayer>BuildingTall</altitudeLayer>.

I was afraid that I would only be able to accomplish this if I went into coding. I would like to be proved wrong.
#19
Help / Squigly power line removal?
July 26, 2015, 03:14:55 PM
Is it possible with xml to remove the squiglty line that shows an object is connected to power? I am the author of the ceiling lights mod and would rather not have to see that  because it makes no sense to have a power cord connected to a ceiling light. 
#20
Help / Unknown line in textures
July 23, 2015, 04:36:45 PM
I am working on a new lamp for my mod and when I place it ingame, I line appears on the texture. This confuses me because The texture does not have a line, what am I doing wrong and how do I fix this?