The mod had different shaped plant pots that had a smooth-tapered base, It also had a planting wall that could be expanded, the longer you make the wall the more plants you could put in them. It only offered a few new potted plants, maybe about 5 with various colors. Any help, thanks
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#2
Mods / Changing vanilla textures of plants
April 03, 2020, 09:23:38 PM
For the past few versions I have been swapping out textures of existing guns for other artwork. It is as simple as creating a mod folder, copying the Core Def for industrial ranged weapons xml file, supplying the artwork .png and pointing to that .png in the def
I have been doing this for multiple versions of rimworld and have never had issues with this approach.
The problem is I tried to do the same thing with one of the cultivated plants - devil strand - and i'm getting a purple square error entity. The same process for overriding the texture of a gun does not work for a cultivated plant. Does anybody have a workaround for pallet swapping vanilla plants or knows exactly what is going on?
Code Select
<graphicData>
<texPath>Things/textureswap</texPath>
I have been doing this for multiple versions of rimworld and have never had issues with this approach.
The problem is I tried to do the same thing with one of the cultivated plants - devil strand - and i'm getting a purple square error entity. The same process for overriding the texture of a gun does not work for a cultivated plant. Does anybody have a workaround for pallet swapping vanilla plants or knows exactly what is going on?
#3
Help / 1.1 has changed simple texture swapping for me
February 26, 2020, 08:43:23 PM
For the past couple versions I have swapped normal gun textures with a few of my own designs. My old mod broke so I copied the core mod and specifically had a file RangedIndustrial.xml. Inside I only alter a singular line.
Becomes
This simply no longer works and I'm wondering what has gone wrong. My Mod has the following tree structure
Defs>ThingDefs_Misc>Weapons --- RangedIndustrial.xml
SoundDefs
Sounds
Textures>Things>
image files
Anybody understand what's going on? It's just a simple texture swap and i've done it before for 4 or 5 versions now.
Code Select
<texPath>Things/Item/Equipment/WeaponRanged/BoltActionRifle</texPath>
Becomes
Code Select
<texPath>Things/MyGunTexture1</texPath>
This simply no longer works and I'm wondering what has gone wrong. My Mod has the following tree structure
Defs>ThingDefs_Misc>Weapons --- RangedIndustrial.xml
SoundDefs
Sounds
sound files
Textures>Things>
image files
Anybody understand what's going on? It's just a simple texture swap and i've done it before for 4 or 5 versions now.
#4
General Discussion / Hualing functional/downed mechanoids - useful trick, maybe exploit
October 24, 2017, 03:20:18 PM
When you cripple mechanoids far from your base you can have even non-haulers haul them back by right clicking the bodies and designating them for loading into cryosleep caskets.
Maybe a bit exploity but it seems somewhat reasonable considering its' a way to drag the mechanoid back adn disable it in a safe and comfy environment rather than far from the base where a sudden manhunter pack might appear
Yes that green stuff in the first image is mechanoid vomit.
Maybe a bit exploity but it seems somewhat reasonable considering its' a way to drag the mechanoid back adn disable it in a safe and comfy environment rather than far from the base where a sudden manhunter pack might appear
Yes that green stuff in the first image is mechanoid vomit.
#5
General Discussion / A17, 2 things. Sedation of addicts to recovery and wooden floor incendiary traps
May 28, 2017, 10:03:55 PM
Started a new game and havn't had much time to play around with these things but i was curious about what people thought of the potential of these two things.
1. Now when we have addicts rather than allow them to wander about in a continuous fowl mood we can sedate/anesthetize them with healroot and essentially allow their addition to wane while they don't stomp about having tantrums and potentially threatening to go on another drug binge and reset or back-peddle their addiction rate. Havn't played around with the possibilities of this as i'm not even past my first winter yet nor do i have any drugs or chemically interested people. What do you guys think about this in terms of efficacy and even balance?
I guess we can euthanize people liek this by giving them a healroot sedative, then some smokeleaf and then some beer, it would drop their consciousness low enough to descend into death. Or maybe anesthesia stacks? - havn't tested.
2. With wooden floors could incendiary proximity mines be a better option for dealing with raiders? Lure them into interior chambers that are specially layered with wooden flooring and detonate or even molotov. Rather than building beds plant pots and chairs and stacking them in a single room we can make incendiary traps much quicker possibly for cutting off escape or incinerating a mass of raiders at an opportune time.
Any body play around with these concepts?
1. Now when we have addicts rather than allow them to wander about in a continuous fowl mood we can sedate/anesthetize them with healroot and essentially allow their addition to wane while they don't stomp about having tantrums and potentially threatening to go on another drug binge and reset or back-peddle their addiction rate. Havn't played around with the possibilities of this as i'm not even past my first winter yet nor do i have any drugs or chemically interested people. What do you guys think about this in terms of efficacy and even balance?
I guess we can euthanize people liek this by giving them a healroot sedative, then some smokeleaf and then some beer, it would drop their consciousness low enough to descend into death. Or maybe anesthesia stacks? - havn't tested.
2. With wooden floors could incendiary proximity mines be a better option for dealing with raiders? Lure them into interior chambers that are specially layered with wooden flooring and detonate or even molotov. Rather than building beds plant pots and chairs and stacking them in a single room we can make incendiary traps much quicker possibly for cutting off escape or incinerating a mass of raiders at an opportune time.
Any body play around with these concepts?
#6
Help / Married for life to bad savegame reference data.
January 23, 2017, 07:58:44 PM
So i have been adding a few of guns to the game and i realized i violated a RW convention in def editing too late.
Putting a numerical value after a Defname causes the game to panic, particularly when you smelt or delete the item from your game, the graphic of the item simply lingers, undetectable until you reboot RW. It took me a few weeks to even know this was the case but when i realized what the problem was and tried to solve it i encountered an intractable save game problem.
I can enter my game and using developer tools delete all items that reference Shotgun2. Close the game, restart and survey the game map where no single incidence of shotgun 2 remains, not even a ghost. Then when i go into the defs to change Shotgun2 to something without a number behind it and start up RW again, RW panics and demands help finding shotgun 2 even though i irradiated it from the map and i would also assume the save file. It seems once i defined "Shotgun2" as a def name i was bound to it for life.
Is there anyway i can get rid of this bad defname and introduce a proper one that won't cause ghosting? Why is RW demanding def data in reference to something that doesn't exist in the gameworld or save file anymore?
Here's my error log if that helps, ignore the yellow stuff as that's other issues i still need to resolve but not as pressing as this one.
Code Select
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>Shotgun2</defName>
Putting a numerical value after a Defname causes the game to panic, particularly when you smelt or delete the item from your game, the graphic of the item simply lingers, undetectable until you reboot RW. It took me a few weeks to even know this was the case but when i realized what the problem was and tried to solve it i encountered an intractable save game problem.
I can enter my game and using developer tools delete all items that reference Shotgun2. Close the game, restart and survey the game map where no single incidence of shotgun 2 remains, not even a ghost. Then when i go into the defs to change Shotgun2 to something without a number behind it and start up RW again, RW panics and demands help finding shotgun 2 even though i irradiated it from the map and i would also assume the save file. It seems once i defined "Shotgun2" as a def name i was bound to it for life.
Is there anyway i can get rid of this bad defname and introduce a proper one that won't cause ghosting? Why is RW demanding def data in reference to something that doesn't exist in the gameworld or save file anymore?
Here's my error log if that helps, ignore the yellow stuff as that's other issues i still need to resolve but not as pressing as this one.
#7
General Discussion / Charge rifles and A16
December 15, 2016, 02:42:31 PM
I was wondering what everybodies perceptions of the charge rifle were now that they got a -1 point nerf which i guess technically a -3 nerf going from 39 damage to about 36. Accuracy didn't seem to get touched at all but recovery time is much greater but for all guns.
As it stood charge rifles were tremendously Imba in vanilla and so ubiquitous they made pretty much all other weapons largely pointless to wield though you could make exceptions for sniper rifle, grenades and sometimes the assault rifle.
When Tynan said he was going to do a pass on weapons i though it would be a bit more profound than simply going into the defs and moving a few numbers around.
How do Charge rifles feel now given the minimal nerf?
As it stood charge rifles were tremendously Imba in vanilla and so ubiquitous they made pretty much all other weapons largely pointless to wield though you could make exceptions for sniper rifle, grenades and sometimes the assault rifle.
When Tynan said he was going to do a pass on weapons i though it would be a bit more profound than simply going into the defs and moving a few numbers around.
How do Charge rifles feel now given the minimal nerf?
#8
Help / Pointing things defs entries to external art/sounds - circumventing vanilla art
December 12, 2016, 11:02:38 AM
I'm interesting in modifying the defs so that I can take the vanilla weapons and re-skin them. I've used two mods that add a large variety of guns: rimfire and High-caliber but I found that simply adding additional weapons – 30 to 40 more - screws the balance drops for grenades, particularly emp grenades. I want to scale back the archive of weapons I have access to to something more similar to vanilla but maintain visual weapon variety that isn't vanilla artwork.
In order to do this would I have to delete the core defs for vanilla weapons and reintroduce them via a copy/pasted def I make for new guns and simply point to the new weapon texture files and sound files or is there a way to take the vanilla entry in the defs for something like the sniper rifle, rename it, reorient it to a new texture file/ sound file?
I'm not really interested in changing weapon firing characteristics, like damage, or tic rates. I want to try to largely maintain the vanilla balance. My main interests are simply adding a degree of aesthetic variety in weapons.
In order to do this would I have to delete the core defs for vanilla weapons and reintroduce them via a copy/pasted def I make for new guns and simply point to the new weapon texture files and sound files or is there a way to take the vanilla entry in the defs for something like the sniper rifle, rename it, reorient it to a new texture file/ sound file?
I'm not really interested in changing weapon firing characteristics, like damage, or tic rates. I want to try to largely maintain the vanilla balance. My main interests are simply adding a degree of aesthetic variety in weapons.
#9
Help / Extracting vanilla textures
November 23, 2016, 12:11:43 AM
Does anybody know of a way to find the textures for vanilla guns like the charge rifle and the sniper rifle .png files?
If i enter core and dig around in in the things defs i find this path for something like the pistol : <texPath>Things/Item/Equipment/WeaponRanged/Pistol</texPath>
I cannot find this folder though.
If i enter core and dig around in in the things defs i find this path for something like the pistol : <texPath>Things/Item/Equipment/WeaponRanged/Pistol</texPath>
I cannot find this folder though.
#10
Help / Trying to limit apparel to a particular Faction
September 07, 2016, 06:23:39 PM
I'm customizing a few mods here and have been able to to quite a bit more than i expected but have run into a major problem. One of the mods (Rimarsenal feral) i'm using creates a custom faction and with that offers guns and apparel that are thematically associated with that faction. The mod itself DOES NOT, however, restrict either the weapons or the apparel and they are effectively ubiquitous and spawn with vanilla tribals and pirates alike.
I have managed to restrict all firearms and melee to the modded faction however the apparel is causing me tremendous problems.
I assume this must be possible because in the CORE tribals somehow have the TRibalA outfit restricted to only them. I tried working backwards and came up with a few alterations but all of them have failed and the modded apparel is unassailable - it defies restriction and wishes to spawn on every other faction. Specifically i notice it emulating tuques and spawning only in the winter
Some of the designations and actual references to item names have been changed in case licensing is an issue.
At this point i've tried many things, i tried redirecting the hatbase to a new base I made up. I deleted defaultOutfitTags and it's contents under the assumption that it this was the culprit that was essentially allowing any default "soldier" to grab the item and wear it, that still didn't' work. Trying to change ModedFactionOutfit caused errors but this field references nothing in vanilla and i can't find a reference for it in the mod. If anybody could help i would appreciate it.
I have managed to restrict all firearms and melee to the modded faction however the apparel is causing me tremendous problems.
I assume this must be possible because in the CORE tribals somehow have the TRibalA outfit restricted to only them. I tried working backwards and came up with a few alterations but all of them have failed and the modded apparel is unassailable - it defies restriction and wishes to spawn on every other faction. Specifically i notice it emulating tuques and spawning only in the winter
Some of the designations and actual references to item names have been changed in case licensing is an issue.
Code Select
<ThingDef ParentName="HatBase">
<defName>Apparel_HeadGear</defName>
<label>Headgear</label>
<description>something for heads</description>
<graphicData>
<texPath>Apparel/Headgear</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<ArmorRating_Blunt>0.09</ArmorRating_Blunt>
<ArmorRating_Sharp>0.04</ArmorRating_Sharp>
<Insulation_Heat>5</Insulation_Heat>
<Insulation_Cold>-8</Insulation_Cold>
</statBases>
<equippedStatOffsets>
<SocialImpact>-0.2</SocialImpact>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<worngraphicPath>Apparel/HeadGear</worngraphicPath>
<layers>
<li>Overhead</li>
</layers>
<commonality>1</commonality>
<tags>
<li>ModedFactionOutfit</li>
</tags>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
</apparel>
</ThingDef>
At this point i've tried many things, i tried redirecting the hatbase to a new base I made up. I deleted defaultOutfitTags and it's contents under the assumption that it this was the culprit that was essentially allowing any default "soldier" to grab the item and wear it, that still didn't' work. Trying to change ModedFactionOutfit caused errors but this field references nothing in vanilla and i can't find a reference for it in the mod. If anybody could help i would appreciate it.
#11
General Discussion / Tynan's colonists are so picky with their food
August 03, 2016, 10:48:35 PM
Glands and fluid pockets. C'mon atleast its' not human flesh.
I didn't even realize this change. I think it's actually great but a nerf to bugs pretty significantly.
When was this added?
I didn't even realize this change. I think it's actually great but a nerf to bugs pretty significantly.
When was this added?
#12
Ideas / Add a list of items to "not eat" for colonists
May 07, 2016, 02:04:50 AM
In the health tab it would be nice to tell your colonists not to eat insect jelly and or packaged survival meals as small box icons under what sort of health resources they have access to. Insect jelly is a great trade item and if you already are producing food i notice the pawns still will consume jelly for the shear sake of convenience. Also hoarding packaged survival meals early game when you have no back up fridge and are barely thriving provides comfort knowing you will have some contingency - food that can never spoil.
I often micromanaged after a large raid making sure my pawns don't immediately pick up the delightful yellow rectangles and begin chomping into them while stepping over bloody, writhing bodies of pirates in my kill corridors.
I often micromanaged after a large raid making sure my pawns don't immediately pick up the delightful yellow rectangles and begin chomping into them while stepping over bloody, writhing bodies of pirates in my kill corridors.
#13
Bugs / Remove floor tile, get nothing back
April 09, 2016, 02:09:18 PM
I noticed early game when claiming and then attempted to utilize blocks from ancient structures that while i got blocks from removed walls i did not get them from floors. I attempted to play my own floors and still got no blocks back. I remember getting reimbursed for removing floor before.
#14
General Discussion / Uranium, what to do with it?
June 20, 2015, 09:46:58 PM
Any suggestions? Should i build blunt weapons to knock out raiders or is plastisteel all around better for everything? Should i just sell the stuff?
#15
General Discussion / emergency heat for free
June 19, 2015, 08:25:27 PM
Is it possible to generate heat for free from Molotovs as long as you are not outside but in a closed in space or must they consume some other source of fuel like log items on the ground, wood flooring or crops to generate heat within an enclosed space?
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