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Topics - Jdalt40

#1
Removing the Watermill Generator will leave a graphical bug in which the power grid UI is still visible in the same position. Error exists below:
QuoteException in UIRootUpdate: System.IndexOutOfRangeException: Array index is out of range.
  at Verse.EdificeGrid.get_Item (IntVec3 c) [0x00013] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Grids\EdificeGrid.cs:31
  at Verse.GridsUtility.GetEdifice (IntVec3 c, Verse.Map map) [0x00008] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Grids\GridsUtility.cs:262
  at Verse.GenDraw.DrawInteractionCell (Verse.ThingDef tDef, IntVec3 center, Rot4 placingRot) [0x0002b] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenDraw.cs:336
  at RimWorld.Designator_Place.SelectedUpdate () [0x000bf] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Place.cs:124
  at RimWorld.Designator_Build.SelectedUpdate () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Designators\Place\Designator_Build.cs:317
  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x0001d] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Designator\DesignatorManager.cs:125
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x0006f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:197
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00036] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:159
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
RimWorld.UIRoot_Play:UIRootUpdate() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:178)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)
Also multiple graphical issues exists throughout the colony in which the Power Conduit Grid appear disconnected in some areas.
EDIT: This seems to break power draw as well
#2
The Raider Emus

QuoteOnce the Pirates invented the Raiderpedes in the year 4473, they became suddenly aware of the trail of destruction they left in every raid and the abnormal amount of Emus caught up in the crossfire. One great leader thought to reuse their left over refined steel to make them stronger, better and faster in 4488.
The Emu wars have begun again...

Features!
-Adds in a new type of Emu which spawns in pirate raids
-2 times the health of standard Emus
-40% sharp armour
-40% blunt armour
-Difficult to kill
-You can butcher them at the butchering table for;
             -50 Steel
                 -25 Plasteel
                 -1 Component

-Does not kill the pirates in the raid nor other pirates
-Does not require a new colony!
-Entirely compatible due to patching!


Download
Mediafire Beta 18
Steam Beta 18



Thanks to:
-Shotty for the amazeballs art!
-Spuddy for the heavy support on patching
-dninemfive for the original patchwork
-And everybody else on Discord!
#3
Jdalt's Mass Mod Collection!

Hey all!
Since my mod collection was getting larger I decided to compile all of my mods into one post, here you can find all of my mods.

This list will be updated immediately once an update to one of my mods is released.

Mod list

Raiderpedes
Ever Heard of Walls, Insectoids?
Just Another Bionic Set
Dodging Rebalanced


#4
Outdated / [B18] Ever Heard of Walls, Insectoids?
October 21, 2017, 01:31:53 AM
Ever Heard of Walls, Insectoids?

Hey all! All this mod does is change Hives so they can hold up roofing.
This stops stupid incidents in which the insectoids accidentally crush themselves by mining out too far.




Downloads

Mediafire

Steam
#5
Outdated / [A17] ED-Shields Save Our Ship Patch
October 18, 2017, 01:01:15 AM
Save Our Ship Patch
Enhanced Development Shields Mod

Hey all! All this patch does is allow S.I.F Shields to support Save Our Ship modular beams and airlocks.

Full credit to Jaxxa for even creating such a possibility
If you haven't got it already please get it as it is required
ED-Shields

Load this patch after ED-Shields as this overwrites the S.I.F Shield

Downloads

Mediafire

Steam
#6
Outdated / [B18] Dodging Rebalanced!
June 02, 2017, 09:19:15 PM
Dodging Rebalanced!
Hey all! Here is what this mod does:
-Removes the cap for sight, now having 140% sight matters
-Adds Consciousness as a factor to the dodge chance, a guy on smokeleaf wouldn't dodge a hit
-Increased the max possible value, now the dodge chance can reach around 40% instead of 30%


Special Thanks to:
-Barky


Mediafire Download
Steam
#7
Outdated / [A16] Explosive Walls!
April 08, 2017, 03:47:39 AM
"Are you a real, uh... Raider?"
"Well uh, technically, nah."
"Have you ever caught a colonist, li-like a real worker?"
"Nah"
"Have you ever tried a weapon?"
"Nah nah"
"Alright, I can see now that I will have to teach you how to be raiders!"
*Music plays*
"We are number o-" *Cut off by explosion coming from the colony they were attacking*



This mod adds in explosive walls, to keep out raiders and when at a low health explodes. The explosive walls cost 5 mortar shells to create, oh and I must add that the explosive walls can cause chain reactions, so be aware of suicidal bases :D .

The idea is thanks to Spddy (Spdstatr) thinking of ways to destroy those pesky raiders.

Download

Mediafire

Steam

Demonstration!
As you can see these raiders have failed, killed by one explosion causing a chain reaction.
#8
Help / Blast door textures needed!
November 12, 2016, 03:36:29 AM
Hey guys, I'm making a Blast door mod but I need some textures for it, the size of the object is going to be 2x5 and it can be rotated. Thank you for your assistance :)
#9
Releases / [B19] Raiderpedes, The Weapons of Destruction
November 05, 2016, 01:28:08 PM
The Raiderpedes

QuoteThere were once the Mechanoids, which left nothing behind but scrap metal of their enemies weapons, but over time the communities around them built up defenses, most outposts were able to hold off a mechanoid attack after the year 4473....
Then the pirates came up with their greatest invention....

Features!
-Adds in a type of mechanoid which spawns in pirate raids
-2 times the health of normal centipedes
-20% more sharpness armor
-20% more blunt armor
-A lot faster than the centipede
-Hard to kill
-You can 'butcher' them at the machining table for;
             -250 Steel
                 -150 Plasteel
                 -5 Components

-Does not kill the pirates in the raid nor other pirates
-Does not require a new colony!


Incoming Features!
-Colony made Raiderpedes (Look a bit different and are for military only)
-Malfunctioned Raiderpedes (Extremely powerful)
-New Malfunctioned Raiderpede faction (Hidden faction)
-Specialized or improvised Raiderpede weapons
(Less/More powerful weapons for pirate raiderpedes)
Done!


Download
Github
Steam Beta 19



Thanks to:
-erdelf (For helpful advice)
-Skullywag (For helping me out on important issues)
-A Friend (For the Raiderpede Texture and the new weapon texture)
-And everybody else on Discord!
#10
Help / What exactly does this value mean?
November 05, 2016, 09:50:53 AM
Hey guys, I just got a problem for what this one value means
Just to see what I'm referring to:
Quote<li Class="PawnGroupMaker_Normal">
        <commonality>100</commonality>
        <options>
          <Drifter>5</Drifter> -What does this refer to? Chance? Pawn raid value?
</options>
      </li>
#11
Hey everybody, I just made a mod to find out that the rain triggers due to the fires started. Is there any way possible to stop Rain from triggering from fire like the crashlanding mod?
#12
This mod was made to address the weakness of the standard Dry Thunderstorm, which was said in the description to be 'lethal' even though 70% of the time you do not have to worry. This mod changes it so you have twice the amount of Lightning and Thunder in the same period of time, this mod was intended for players that have problems with the lack of difficulty from standard weather issues but anybody can play it.

Thank erdelf for helping with the rain problem by adding in a assembly, couldn't have fixed it this fast without him!

Download
If you want to change the difficulty of this mod go into Mods/Deadly Dry Thunderstorms/WeatherDefs/Weathers.xml and change this value to a different number<averageInterval>600</averageInterval>

Base game Interval is 1200

No credit is needed if you want to create a mod based on this one, I only changed the values and I did not make anything new, only a edit.


*Cough* Minor problems

Too many fires, wow this is ironic considering the problem before, seriously it will kill your computer if you have a lot of trees around
Alright I'll rephrase that, this may cause problems for low end machines because of the performance impact of the flames
#13
Help / Way to make it so Race is able to spawn older?
August 06, 2016, 09:57:51 AM
Is there anyway I could make it so my Vampires from the Vampire mod can spawn at a older age? I looked at AgeGenerationCurve but have no clue how it works :D
#14
Help / Problem with injesting new drink?
August 05, 2016, 08:17:18 PM
For my Vampire mod I created a drink called a 'blood bottle' and when one of my colonists consumed it this error happened:JobDriver threw exception in initAction. Pawn=Roberson, Job=Ingest A=Thing_BloodBottle60745, Exception: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.HediffWithComps.InitializeComps () [0x00000] in <filename unknown>:0
  at Verse.HediffWithComps.PostMake () [0x00000] in <filename unknown>:0
  at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at RimWorld.IngestibleHediffGiver.CheckGiveHediff (Verse.Pawn pawn, Verse.Thing ingested) [0x00000] in <filename unknown>:0
  at Verse.Thing.Ingested (Verse.Pawn ingester, Single nutritionWanted) [0x00000] in <filename unknown>:0
  at RimWorld.Toils_Ingest+<FinalizeIngest>c__AnonStorey200.<>m__E1 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Received packet from server: PhiClient.ChatMessagePacket

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Received packet from server: PhiClient.UserConnectedPacket

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Received packet from server: PhiClient.UserConnectedPacket

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Received packet from server: PhiClient.ChatMessagePacket

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Received packet from server: PhiClient.ChatMessagePacket

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

JobDriver threw exception in initAction. Pawn=Roberson, Job=Ingest A=Thing_BloodBottle60745, Exception: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.HediffWithComps.InitializeComps () [0x00000] in <filename unknown>:0
  at Verse.HediffWithComps.PostMake () [0x00000] in <filename unknown>:0
  at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
  at RimWorld.IngestibleHediffGiver.CheckGiveHediff (Verse.Pawn pawn, Verse.Thing ingested) [0x00000] in <filename unknown>:0
  at Verse.Thing.Ingested (Verse.Pawn ingester, Single nutritionWanted) [0x00000] in <filename unknown>:0
  at RimWorld.Toils_Ingest+<FinalizeIngest>c__AnonStorey200.<>m__E1 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0


I really don't know which def to show so I will post the mod up here so people can try to see what is going on. Please help me!


[attachment deleted by admin - too old]
#15
That's what I got when I loaded up my Vampire mod after adding in a recipe def

Here is the code it is having problems with:<?xml version="1.0" encoding="utf-8" ?>
<RecipeDefs>

<RecipeDef>
<defName>TakeBlood<defName>
<label>take blood</label>
<description>Drains a creature to obtain its blood in a more usable form.</description>
<jobString>Taking Blood.</jobString>
<workAmount>450</workAmount>
<workSpeedStat>MedicalOperationSpeed</workSpeedStat>
    <workSkill>Medical</workSkill>
    <effectWorking>ButcherFlesh</effectWorking>
    <soundWorking>Recipe_ButcherCorpseFlesh</soundWorking>
    <ingredients>
<li>
<filter>
<categories>
<li>Corpses</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
           <products>
           <BloodBottle>1</BloodBottle>
           </products>
<fixedIngredientFilter>
<categories>
<li>Corpses</li>
</categories>
<exceptedCategories>
<li>CorpsesMechanoid</li>
</exceptedCategories>
      <specialFiltersToDisallow>
        <li>AllowRotten</li>
      </specialFiltersToDisallow>
</fixedIngredientFilter>
<defaultIngredientFilter>
<categories>
<li>CorpsesAnimal</li>
</categories>
</defaultIngredientFilter>
</RecipeDef>

</RecipeDefs>

And here is the Output Log: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Non platform assembly: data-0F90E040 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-0F90E040.dll
Community Core Library :: v0.14.1

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Non platform assembly: data-0FA0AE50 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-0FA0AE50.dll
Non platform assembly: data-0F40A020 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-0F40A020.dll
Non platform assembly: data-0F335F28 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-0F335F28.dll
Non platform assembly: data-0FA52008 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-0FA52008.dll
Try connecting to longwelwind.net

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Mono.Security.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Configuration.dll (this message is harmless)
Non platform assembly: data-0FA68EB8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-0FA68EB8.dll
Non platform assembly: data-155B4FB8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-155B4FB8.dll
Non platform assembly: data-15601500 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15601500.dll
Non platform assembly: data-155FB190 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-155FB190.dll
Non platform assembly: data-1560DBE0 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-1560DBE0.dll
Non platform assembly: data-156115E8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-156115E8.dll
Exception reading Recipes_TakingBlood.xml as XML: System.Xml.XmlException: 'defName' is expected  Line 43, position 9.
  at Mono.Xml2.XmlTextReader.Expect (System.String expected) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Non platform assembly: data-15634880 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15634880.dll
Non platform assembly: data-15644898 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-15644898.dll
Could not resolve cross-reference to Verse.RecipeDef named TakeBlood

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not resolve cross-reference to Verse.RecipeDef named TakeBlood

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not resolve cross-reference to Verse.RecipeDef named TakeBlood

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Connected to the server

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Trying to authenticate as Jdalt40

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in Immunization: Verse.HediffCompProperties: compClass is null

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not resolve cross-reference to Verse.RecipeDef named TakeBlood

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Queueing Library Initialization

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Library Core :: Validations :: Validated
ModHelperDef :: Community Core Library :: Passed validation, requesting v0.14.1
ModHelperDef :: ED-Plants24H :: Passed validation, requesting v0.14.0
ModHelperDef :: Relations Tab :: Passed validation, requesting v0.14.0


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Advanced Research :: Validations :: Validated


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Minimap Controller :: Validations :: Validated


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

RimWorld_Plant_Resting.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

RimWorld_Plant_Resting_Getter.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

ED_Plant_Resting.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

ED_Plant_Resting_Getter.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

TryDetourFromTo.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Plants24H.DetourInjector.Inject() Compleated.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Injection Controller :: Initialization :: Initialized


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Advanced Research :: Initialization :: No advanced research defined, hybernating...

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Help System :: Completed in 00:00:00.8425966


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Help Generator :: Initialization :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Library Core :: Initialization :: Mod Configuration Menus initialized

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Minimap Controller :: Initialization :: Initialized


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Community Core Library :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)


I really don't know what is going on so please help me!
#16
Help / Specific thoughts for races is it possible?
August 02, 2016, 01:36:09 PM
Hey just wondering for my Vampire mod, could it be possible for thoughts be for one race only? For example, another race that eats a corpse gets a mood boost while the other race which consumes a corpse gets a mood debuff
#17
Outdated / [A14] Vampires! (COMING SOON ALPHA 16)
August 02, 2016, 02:48:41 AM
See at bottom of post for Good News!

This mod has working factions, working pawns and working races now!
Vampires are not just normal Pawns, Vampires get a melee attack boost, health boost and a speed boost which will massively help out your colony.

Vampires can only feed on corpses to add balance to the mod.
Sorry for necromancing my own mod right now...
But the Vampire mod is coming back!

Sorry for not getting this mod done fully, I did not have much experience in modding before this mod and this led to my downfall with this mod.
As I have a lot more knowledge on how DLLs work I am able to work on this a lot more and make this a completely new mod!

Be prepared to see this in a few weeks updated to Alpha 15

Anybody that was working on updating/improving this mod while this mod was dead can still go on with their work, I wouldn't even care if you posted an alternative version of this mod on the release page, you don't need to credit me to use this :)


[attachment deleted by admin - too old]
#18
I tried to delete minified sculptures through the game save on notepad by finding the line which had them, I now can't load the save game without this...
QuoteException from asynchronous event: System.Xml.XmlException:Expected>, but found < [60] Line 87497, position 6 at Mono.Xml2.XmlTextReader.Expect after white space (Char c) [0x00000] in <filename unknown>
Btw here is the save file if you want it:http://www.mediafire.com/download/x74e7e3jjb9lfu0/Lakeside_Ridge_%28Permadeath%29.rws
#19
Mods / (MOD REQUEST) Man-able robots
March 20, 2016, 03:37:30 AM
Hey guys, just wondering if it is possible to have a man-able robot like in the anime (please don't kill me because I watch anime  ;D)Code Geass https://kissanime.to/Anime/Code-Geass-Lelouch-of-the-Rebellion-Dub/Episode-001?id=49450. I reckon if you were able to make one like this in the anime it should be like the cryopods we already have in Rimworld where once you man it, it changes into a entity. The process should also be revers-able (the entity should be able to turn back into a object and eject the crew inside it). Sorry if this is too much of a request for some modders as I really want this :)
#20
Bugs / Colonist randomly catches on fire till death
September 21, 2015, 11:28:44 AM
I was using a fire trap in a ancient ruin so the room got up to 1300C, then suddenly my colonist randomly catches on fire even though he was 50 blocks away from the room, even outdoors! So i took him back to base. But every 20 seconds, he catches on fire and i am not able to keep him alive for much longer. Pls help guys! :D (It did kill the mechanoids though :/ )