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Topics - pktongrimworld

#1
General Discussion / 64 bit vs 32 bit..
August 28, 2018, 01:16:30 PM
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?
#2
Mods / Question on Error
May 28, 2017, 10:11:41 PM


so, 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
Hiya... so how do you tell the starting location's elevation with A16 without clicking on it?
#4
in the change log, do the pawns having infant/adolescent/adult/breeding

apply to colonists?

#5
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>
#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?
#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
#8
<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?