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Topics - DaemonDeathAngel

#1
Bought the name in game access, but never recieved an email for it. Moght be because I had recently changed my email due to being permanately locked out of the old one.

How do I fix this issue? I tried waiting, to see if it fixed itself but it didnt.

If there is any specific information needed, please let me know.

Thanks
#2
Video / Rimworld Alpha 17 - Mod Reviews
June 15, 2017, 04:36:32 PM
Rimworld Mod Reviews
Alpha 17







If you have any mods you would like to be covered, please feel free to comment in this thread and let me know, please also leave a steam or ludeon link to the mod.










Click
      DaemonDeathAngels Twitch     
Links directly to my Twitch Page, Feel free to follow for notifications!

Click
      DaemonDeathAngels Youtube     
Links directly to my Youtube Page, Feel free to Subscribe for notifications!








     
   Rainbeu's Configurable Map

Click the Image to go to the Video
     
   Rainbeu's Configurable Map

Click the Image to go to the Video





#3
      <li Class="HediffGiver_BrainInjury">
        <hediff>CyberneticArmMalfunction</hediff>
        <partsToAffect>
          <li>LeftArm</li>
          <li>RightArm</li>
        </partsToAffect>
        <chancePerDamagePct>0.12</chancePerDamagePct>
        <letterLabel>Cybernetic Arm Malfunction</letterLabel>
        <letter>Damage to NAME's arm has caused HIS Cybernetic Arm to Malfunction.</letter>
      </li>


  <HediffDef ParentName="PartMalfunction">
    <defName>CyberneticArmMalfunction</defName>
    <hediffClass>HediffWithComps</hediffClass>
    <defaultLabelColor>(0.7, 1.0, 0.7)</defaultLabelColor>
    <initialSeverity>0.001</initialSeverity>
    <label>Cybernetic Arm Malfunction</label>
    <comps>
      <li Class="HediffCompProperties_Discoverable">
        <sendLetterWhenDiscovered>true</sendLetterWhenDiscovered>
        <discoverLetterLabel>{0}'s Cybernetic Arm Malfunction</discoverLetterLabel>
        <discoverLetterText>{0}'s Cybernetic arm has Malfuntioned.

Nanites within the Arm will repair itself over the coming days.</discoverLetterText>
      </li>
<li Class="HediffCompProperties_Immunizable">
<severityPerDayNotImmune>0.1</severityPerDayNotImmune>
<severityPerDayImmune>0.1</severityPerDayImmune>
</li>
    </comps>
    <stages>
      <li>
        <label>Repairing</label>
        <minSeverity>0.333</minSeverity>
<capMods>
<li>
<capacity>Manipulation</capacity>
<offset>-0.1</offset>
</li>
</capMods>
      </li>
      <li>
        <label>Repairing</label>
        <minSeverity>0.666</minSeverity>
<capMods>
<li>
<capacity>Manipulation</capacity>
<offset>-0.1</offset>
</li>
</capMods>
      </li>
      <li>
        <label>Repairing</label>
        <minSeverity>1</minSeverity>
<capMods>
<li>
<capacity>Manipulation</capacity>
<offset>0</offset>
</li>
</capMods>
      </li>
    </stages>
  </HediffDef>


I have my XMLs setup, but I need to know if there is a way to make it affect only bionic bodyparts.
The HediffGiver works properly when used on a person with natural arms, but not on Bionic parts.
Is there a way to define specifically that only Bionic limb are meannt to be targeted,without using C#?
#4
Video / Daily Rimworld Streams - Currently Alpha 17
June 01, 2017, 09:55:41 PM
Rimworld Daily Streams
Alpha 17







If you would like to watch daily streams of Alpha 17 Rimworld, feel free to drop by!
Modded play-through will start later on.

Current Difficulty - Randy Random Extreme










Click
      DaemonDeathAngels Twitch     
Links directly to my Twitch Page, Feel free to follow for notifications!





#5
Personally, I like the creativeness of the new research menu, however, for modders sake, it''s not extremely useful. A15 Research menu was a bit too bland, but extremely useful.

How about this idea, Combine the two, but have a slightly different approach, use the old style menu as a list, when you click on the research, you get a box to the right, showing the new style menu with the selected research, and what it branches into ones researched.
#6


Making Rimworld Great Again




Mod List And Download Links







More Difficulties      Direct Download      Github Page      Thread Link      Alpha 16   Two New Difficulties
Aesthetic Storyteller Changes






More Traits     Direct Download      Github Page      Thread Link      Alpha 16   Seven New Traits
New Permanent Buffs




Thread Information

The entire goal of all mods on this page is to expand the experience of the core game,
and it's mechanics. To do this, I am making addons that take core features and adds to them,
whether that be traits, difficulties, changing recipes, adding vanilla friendly items, or more.

If you have any ideas you would like to see, please feel free to mention them in this thread,
or private message me directly, and we can discuss them.

If you have any trait ideas that are feasibly acquirable, please, feel free to contact me with
your ideas, and I will attempt to add them to the mod.

All small mods I create will be posted on this page specifically, as to not clutter up the releases
page. That's not saying I will not release much larger mods that will require their own separate
page on the forums.




License Information

Seeing as all of these mods thus far expand on core game mechanics,
The license will not be too entirely strict, as these mods are achievable with minor XML understanding.

If you are using any of the mods released on this thread, you fully attest and agree to the following
conditions.

You will not:


  • Redistribute any mod in it's entirety, claiming it as your own.
  • Attempt to sell, trade, or barter any mod

You are free to:

  • Tear the mod limb from limb
  • Use the mod as a means to learn XML yourself

That concludes the technical information for this license.




#7
Outdated / [A16] More Difficulties (Updated 12/30/2016)
December 30, 2016, 04:58:11 PM

Making Rimworld Great Again






I became rather bored with the extreme modes on all the story tellers, so I decided to create
a few difficulties myself, thus comes about Madness and Impossible.

I was also a little annoyed with the look of the storyteller UI, so I spiced up some of the text
within it, as well as adding custom ASCII Symbols to somewhat correspond with the
difficulties.

I know that this is a fairly simple thing to do, but I am sure there are others much like
myself, who have grown bored of vanilla difficulties, but have no knowledge of how to
expand what is already there, so I decided to do so myself, and release it.


Madness Mode
✶ 2x the Enemies
✶ 70% Market Value
✶ 70% Crop Yield
✶ Permanent -10 Colonist Mood Buff

Impossible Mode
✶ 4x the Enemies
✶ 40% Market Value
✶ 40% Crop Yield
✶ Permanent -13 Colonist Mood Buff

✶✶ More Difficulties to Come ✶✶

Author
DaemonDeathAngel - Myself

Download
Github Release Page
Direct Download

Incompatabilities
- Any Mods that Edit the Core Storytellers or Difficulty Defs
- Shouldn't conflict with any other Mods
- Report any Bugs that are found in this thread or on Github

Installation Instructions
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#8
Unfinished / [A16] RimOres - More Ores, More Fun!
December 27, 2016, 03:12:07 PM
RimOres
Expanded Ores and Alloys











GitHub Repository      All files pertaining to the Mod
DaemonDeathAngels
Stream Page
Used during development as well as to do Rimworld
and other game Playthroughs
Development Team


DaemonDeathAngel         
Concept
Textrures
XML Coding








RimOres primary objective is to expand the amount of resources used in construction in game.
It will add multiple new resources to the game, allowing for more buildings, walls, floors, and items.

These resources will allow for item variations, and expanded required materials on existing items in the game.

Planned Metals to Be Added

  • Tin
  • Copper
  • Bronze
  • Aluminium
  • Nickle
  • Zinc
  • Titanium





Sprites and Ingame Screenshots
Coal Ore
Iron Ore

Coal Ore
Used primarily as Fuel
Iron Ore   
Used in the creation of Steel Ingots. Can be made into low quality walls.





Work | Change Log
12-27-2016 : Initial post, Added Iron Ore, Coal Ore, and Steel Ingot

#9
Help / Texture Path Issue
December 21, 2016, 02:51:36 PM
I continually run into the same issue when attempting to create anything, such as buildings, furniture, or items.

The error is as follows:
Failed to find any texture while constructing Multi(initPath=/Things/Neolithic/Beds/BedHide, color=RGBA(0.500, 0.500, 1.000, 0.350), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.Graphic_Multi:Init(GraphicRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\Graphic_Multi.cs:60)
Verse.GraphicDatabase:GetInner(GraphicRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\GraphicDatabase.cs:151)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\GraphicDatabase.cs:126)
Verse.GraphicData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\DefParts\GraphicData.cs:131)
Verse.GraphicData:get_Graphic() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\DefParts\GraphicData.cs:86)
Verse.ThingDef:<PostLoad>m__715() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\ThingDef.cs:519)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:341)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:263)
Verse.LongEventHandler:LongEventsUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:179)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:93)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:23)


This is my path to the image file:
\Mods\Rimworld Revamped\Textures\Things\Neolithic\Beds
The image is within the "Beds" Folder

Now the following is what I am attempting to use to set up a new piece of furniture, A.K.A HideBed:
  <ThingDef ParentName="BuildingBase">
    <defName>HideBed</defName>
    <label>Hide Bed</label>
<Description>A relatively warm bed made out of a mixture of Rocks, Leather, and other animal products.</Description>
    <ThingClass>Building_Bed</ThingClass>
<graphicData>
  <texPath>Things/Neolithic/Beds/BedHide</texPath>
  <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(3,4)</drawSize>
    </graphicData>
    <AltitudeLayer>FloorEmplacement</AltitudeLayer>
    <statBases>
      <WorkToBuild>0</WorkToBuild>
      <Comfort>0.4</Comfort>
    </statBases>
<scatterableOnMapGen>false</scatterableOnMapGen>
    <useHitPoints>False</useHitPoints>
    <Size>(1,2)</Size>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
  <li>Leathery</li>
    </stuffCategories>
    <costStuffCount>35</costStuffCount>
    <DesignationCategory>Furniture</DesignationCategory>
    <Passability>Standable</Passability>
    <DrawGUIOverlay>True</DrawGUIOverlay>
    <building>
      <Bed_ShowSleeperBody>True</Bed_ShowSleeperBody>
      <sowTag>SupportPlantsOnly</sowTag>
      <canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
    </building>
<comps>
<li Class="CompProperties_RoomIdentifier">
<roomStat>Impressiveness</roomStat>
</li>
</comps>
  </ThingDef>


I have tried copying exactly from the core game, and still continue receiving the error, can anyone help me with this issue?
#10
Help / [A16] Hiding Base Game Research
December 19, 2016, 02:30:43 PM
I have spent about two hours looking through and attempting to find a way to hide the base game research in A16Dev, but alas, I have found nothing of the sort. the only way I have found is to go into the core files and and completely remove the research defs within core. Obviously backing them up elsewhere.

Does anyone know of any other way to override them? I tried a previously used method of setting a prerequisite that did not exist, but with the new research tree style, it no longer works. I have also tried moving them off screen into the negatives, but that causes all researches to bee finished ahead of it.
#11
Video / Streaming Rimworld! Randy Random Extreme!
March 24, 2016, 12:29:29 PM
What is going on everyone!

My names DaemonDeathAngel, I'm an Avid streamer, and have recently began streaming Rimworld once again.

I stream on a daily basis and would love to have an audience of viewers that will return and enjoy watching Rimworld as much as I enjoy playing it.

If you would like to come join in on the chaos, feel free to click the following link : http://www.twitch.tv/daemondeathangel

I hope to see you all there!
#12
RimWorld Revamped
The Transcendence



Thread Under Construction








GitHub Repository      All files pertaining to the Mod
Google Documents Pages      Organization of all important information for the Mod.
DaemonDeathAngels
Stream Page
Used during development as well as to do Rimworld
and other game Playthroughs







Rimworld Revamped will be a complete overhaul of the game. The following are aspects which will be affected;

Research Tree
              With the addition of the new Research Tree, Organization is simple.
Era Specific Buildings and Items
              Every Era will have its own specific Structures and Items

Additions To The Game;
Weapons
Armor
Structures
Enemies
Allies
Factions

The enemies and allies items and structures will eventually be based entirely off of their specific advancements through the ages.







     Development Team


DaemonDeathAngel         donoya
Original Concept
Lore/Idea Management
XML Coding

C# Coding
              Current Credits



Abrexus               mrofa
Coding Help
Stream Support
Patience
Coding Help
Stream Support
Texture Permission




Neolithic Research Tree

Click for Larger Image




Advancement Age Timeframes/Information


   Neolithic      Bronze      Classical      Medieval   Early RimWorld   Industrial      RimWorld      Midworld      Spacer      Urbworld      Glitterworld      Transcendent   
9999 BC
to
3200 BC
3200 BC
to
700 BC
700 BC
to
500 AD
500 AD
to
1500 AD
1500 AD
to
1800 AD
1800 AD
to
1900 AD
1900 AD
to
2000 AD
2000 AD
to
2100 AD
2300 AD
to
2400 AD
2400 AD
to
4200 AD
4200 AD
to
Present Year
Present Year
And Beyond






Work | Change Log
7-9-2015 : Initial post, the day prior, began working on the mod
7-10-2015 : Fixed an issue with links on the page. Continuing work on learning the coding.
7-11-2015 : Completely hidden all Vanilla items.
7-12-2015 : Began Working on the Branching "Tiers"
7-13-2015 : Continued Work on Idea Stage
7-20-2015 : Coding for the First Era
12-21-2016 : Complete Thread Rework, Alpha 16 Code Refresher, New Dev!


#13
Bugs / [Win 0.11.857] Rain Causing Memory Leak?
July 12, 2015, 02:25:21 PM
I am not the only one that has run into this issue, when I stream, many other people point it out as happening in their game as well.

When it begins raining, my memory and CPU usage shoot sky high, my cpu usage jumps from 9-11 to over 30. As well, my ram usage jumps from under 700,000kbs to over 2,300,000kbs of usage.

This makes me think that there is a memory leak somewhere within the default coding, because even with no mods enabled, this happens.

Not that the memory usage is any big problem to me, considering I have 16 GB of ram installed, and plan to buy atleast another 8 GB, but the CPU usage is an issue, and many computers that are not a custom built gaming rig would have a huge problem with game lag because of it.

My DxDiag is as follows - Link
#14
Help / Error in Auto Turret
July 11, 2015, 10:43:34 PM
I have been working on making an automatic Mortar, and when it fires (only the first time) I get the following error;

TurretAutoMortar35908 gave an inspect string over five lines (some may be empty):
Power needed: 350 W
Connected rate/stored: 3250 W / 0 Wd
Installed: Explosive mortar
Minimum range: 30
Can fire in: 50.0 seconds
Not loadedEND


Why would it be throwing this error? It has power, and I am assuming part of it might be the fat that it fires without ammunition, which I can easily fix that.
#15
Help / Custom Research Tree - Original paths?
July 11, 2015, 12:11:40 AM
So, I have been looking at a couple mods coding that rework the research tree, but I am unsure how to make it to where the vanilla items use a different (or new, if not assigned one) research. Is there anyway someone could tell me if my assumption about being able to do the directly I XML is correct or not? And if I am correct, how do I find the original paths to the items/structures?

After re-reading what I originally typed, I realized that my thoughts didn't make as much sense typed out as they did in my head. So let's try this again.

My question, simply put, is it possible to set the vanilla items to require a custom Research prerequisite?

If it is possible, how is it done? My mind tells me that it's perfectly viable to believe it can be done in an XML file, if you know the original path and information that the vanilla item uses. Then simply changing it to where it requires a specific prerequisite. Is that correct, or does this require .dll work in C# to be done correctly?

Also, if I am correct about the ability to use an XML file, how do I find what the original information of the item/structure is?
#16
Video / Another RimWorld Streamer Emerges?
July 10, 2015, 05:36:58 PM
I have been streaming RimWorld, nearly every day, for the past week or so. And don't plan to slow down anytime soon.

Feel free to hop in if you want, The Link is as follows



I try to start streaming around 7pm EST every day. And stream for anywhere between 8-14 hours.