So... now that rimworld have a 64 bit version, does that mean we can play on insanely large maps without lag and mod till our fingers fall off without drastic performance reduction?
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#2
Mods / Question on Error
May 28, 2017, 10:11:41 PMso, if I see the error:
----------------------------------
Could not resolve cross-reference to Verse.ThingDef named TableTailor
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__853()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()
----------------------------
Where excatly is the error coming from?
*this is from the A11 nappa mod that I been using... but it finally bothered me enough to dig though the xml to try to find the errors.
#3
General Discussion / So, A16... how to tell Elevation on globe?
January 04, 2017, 02:56:18 PM
Hiya... so how do you tell the starting location's elevation with A16 without clicking on it?
#4
General Discussion / so.... colonist...babies? (pawns?)
July 08, 2015, 07:31:27 PM
in the change log, do the pawns having infant/adolescent/adult/breeding
apply to colonists?
apply to colonists?
#5
Mods / Can someone tell me whats wrong here? (Vas's hydroponic)
June 29, 2015, 07:52:47 PM
Trying to get this to work again, but colonist won't use it
*while the hydroponic pod from clutter works
<ThingDef ParentName="BuildingBase">
<defName>HydroponicsBasinModular</defName>
<label>Modular Hydroponics</label>
<thingClass>Building_PlantGrower</thingClass>
<graphicData>
<shaderType>CutoutComplex</shaderType>
<texPath>VasHydro/HydroponicsBasinModular_Atlas</texPath>
<graphicClass>Graphic_Single</graphicClass>
<linkType>Basic</linkType>
<linkFlags>
<li>Custom6</li>
</linkFlags>
</graphicData>
<AltitudeLayer>FloorEmplacement</AltitudeLayer>
<Passability>PassThroughOnly</Passability>
<castEdgeShadows>true</castEdgeShadows>
<statBases>
<WorkToMake>700</WorkToMake>
<MaxHitPoints>50</MaxHitPoints>
<Flammability>1.0</Flammability>
<Beauty>10</Beauty>
</statBases>
<description>This is the basic low tier version of the Hydroponics lab. You have slightly better control of crop growth compared to outdoors. This takes less energy than a true hydroponics system.</description>
<size>(1,1)</size>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<costStuffCount>20</costStuffCount>
<costList>
<Steel>8</Steel>
</costList>
<rotatable>false</rotatable>
<inspectorTabs>
<li>ITab_Growing</li>
</inspectorTabs>
<fertility>1.2</fertility>
<building>
<defaultPlantToGrow>PlantStrawberry</defaultPlantToGrow>
<plantsDestroyWithMe>true</plantsDestroyWithMe>
<sowTag>Hydroponic</sowTag>
</building>
<tickerType>Rare</tickerType>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
<li>
<compClass>CompGlower</compClass>
<overlightRadius>1.5</overlightRadius>
<glowRadius>3</glowRadius>
<glowColor>(370,370,370,0)</glowColor>
</li>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>7</basePowerConsumption>
</li>
</comps>
<placingDraggableDimensions>1</placingDraggableDimensions>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<researchPrerequisite>Hydroponics</researchPrerequisite>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<DesignationCategory>Production</DesignationCategory>
<staticSunShadowHeight>0.03</staticSunShadowHeight>
<blockLight>false</blockLight>
</ThingDef>
*while the hydroponic pod from clutter works
<ThingDef ParentName="BuildingBase">
<defName>HydroponicsBasinModular</defName>
<label>Modular Hydroponics</label>
<thingClass>Building_PlantGrower</thingClass>
<graphicData>
<shaderType>CutoutComplex</shaderType>
<texPath>VasHydro/HydroponicsBasinModular_Atlas</texPath>
<graphicClass>Graphic_Single</graphicClass>
<linkType>Basic</linkType>
<linkFlags>
<li>Custom6</li>
</linkFlags>
</graphicData>
<AltitudeLayer>FloorEmplacement</AltitudeLayer>
<Passability>PassThroughOnly</Passability>
<castEdgeShadows>true</castEdgeShadows>
<statBases>
<WorkToMake>700</WorkToMake>
<MaxHitPoints>50</MaxHitPoints>
<Flammability>1.0</Flammability>
<Beauty>10</Beauty>
</statBases>
<description>This is the basic low tier version of the Hydroponics lab. You have slightly better control of crop growth compared to outdoors. This takes less energy than a true hydroponics system.</description>
<size>(1,1)</size>
<stuffCategories>
<li>Metallic</li>
<li>Woody</li>
<li>Stony</li>
</stuffCategories>
<costStuffCount>20</costStuffCount>
<costList>
<Steel>8</Steel>
</costList>
<rotatable>false</rotatable>
<inspectorTabs>
<li>ITab_Growing</li>
</inspectorTabs>
<fertility>1.2</fertility>
<building>
<defaultPlantToGrow>PlantStrawberry</defaultPlantToGrow>
<plantsDestroyWithMe>true</plantsDestroyWithMe>
<sowTag>Hydroponic</sowTag>
</building>
<tickerType>Rare</tickerType>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
<li>
<compClass>CompGlower</compClass>
<overlightRadius>1.5</overlightRadius>
<glowRadius>3</glowRadius>
<glowColor>(370,370,370,0)</glowColor>
</li>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>7</basePowerConsumption>
</li>
</comps>
<placingDraggableDimensions>1</placingDraggableDimensions>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<researchPrerequisite>Hydroponics</researchPrerequisite>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<DesignationCategory>Production</DesignationCategory>
<staticSunShadowHeight>0.03</staticSunShadowHeight>
<blockLight>false</blockLight>
</ThingDef>
#6
Mods / A11 <GraphicOverdraw> to <?> help.
June 27, 2015, 09:43:49 PM
so, spend the two last 2 hours digging though core.
and cant find what <GraphicOverdraw> turned into in Alpha 11.
T.T
help?
and cant find what <GraphicOverdraw> turned into in Alpha 11.
T.T
help?
#7
Mods / Do anyone know this error code?
May 24, 2015, 11:07:23 PM
Could not load UnityEngine.Texture2D at Things/Pawn/Humanoid/Apparel/PersonalShield/PersonalSheild in any active mod or in default resources.
MatFrom with null sourceTex
I am trying to fix cyberstorm shields. buuuut. I cant seem to fix this in xml.
any idea? (halp, 5 hours of my life).
I
MatFrom with null sourceTex
I am trying to fix cyberstorm shields. buuuut. I cant seem to fix this in xml.
any idea? (halp, 5 hours of my life).
I
#8
Mods / Updating mods.... any idea why Tyran changes things like:
May 23, 2015, 01:23:44 AM
<hasinteractionsquare> to <hasInteractionCell>
and many many other painful minor little word changes that screw up mods.
is there a point to that?
*is there a quick way to find out what got changed?
and many many other painful minor little word changes that screw up mods.
is there a point to that?
*is there a quick way to find out what got changed?
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