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Topics - Austintrollinski

#1
Help / how do i make a gun mod
September 22, 2017, 05:57:08 PM
i want to make a gun mod for a faction am going to make but am not sure where to start and this is my first attempted to make a gun
#2
Help / how to you make animals produce the items you want
September 20, 2017, 10:35:23 PM
i need help to make animals produce an item i want them to dose someone know to do that and can to tell me how
#3
Help / need help textrue error
September 20, 2017, 06:29:53 PM
i have just started modding and am having a problem with getting the textures to work i dont know what am doing wrong


Failed to find any texture while constructing Multi(initPath=Things/Pawn/Animal/Goldoren, color=RGBA(0.690, 0.588, 0.416, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.PawnGraphicSet:ResolveAllGraphics()
Verse.Pawn_AgeTracker:<RecalculateLifeStageIndex>m__8F1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
Verse.Pawn_AgeTracker:RecalculateLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageRace()
Verse.Pawn_AgeTracker:get_CurLifeStage()
Verse.Pawn:get_BodySize()
RimWorld.Need_Food:get_MaxLevel()
RimWorld.Need:set_CurLevelPercentage(Single)
RimWorld.Need_Food:SetInitialLevel()
RimWorld.Need:.ctor(Pawn)
RimWorld.Need_Food:.ctor(Pawn)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
RimWorld.Pawn_NeedsTracker:AddNeed(NeedDef)
RimWorld.Pawn_NeedsTracker:AddOrRemoveNeedsAsAppropriate()
RimWorld.Pawn_NeedsTracker:.ctor(Pawn)
RimWorld.PawnComponentsUtility:CreateInitialComponents(Pawn)
Verse.PawnGenerator:TryGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
Verse.<DoListingItems_MapTools>c__AnonStorey5BB:<>m__B5D()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()



<Defs>

<ThingDef ParentName="AnimalThingBase">
    <defName>Goldoren</defName>
    <label>goldoren</label>
    <description>NA.</description>
    <statBases>
      <MoveSpeed>1.15</MoveSpeed>
      <ComfyTemperatureMin>-15</ComfyTemperatureMin>
      <MarketValue>3000</MarketValue>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>1.65</defaultCooldownTime>
        <meleeDamageBaseAmount>9</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
      </li>
    </verbs>
    <race>
      <body>QuadrupedAnimalWithHoovesAndHump</body>
      <deathActionWorkerClass>DeathActionWorker_BigExplosion</deathActionWorkerClass>
      <executionRange>6</executionRange>
      <herdAnimal>true</herdAnimal>
      <baseBodySize>1.5</baseBodySize>
      <baseHungerRate>1</baseHungerRate>
      <baseHealthScale>0.65</baseHealthScale>
      <foodType>VegetarianRoughAnimal</foodType>
      <leatherColor>(176,150,106)</leatherColor>
      <leatherInsulation>0.9</leatherInsulation>
      <wildness>0.6</wildness>
      <canBePredatorPrey>false</canBePredatorPrey>
      <gestationPeriodDays>30</gestationPeriodDays>
      <lifeExpectancy>15</lifeExpectancy>
      <lifeStageAges>
        <li>
          <def>AnimalBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>AnimalJuvenile</def>
          <minAge>0.2</minAge>
        </li>
        <li>
          <def>AnimalAdult</def>
          <minAge>0.5</minAge>
          <soundWounded>Pawn_Muffalo_Wounded</soundWounded>
          <soundDeath>Pawn_Muffalo_Death</soundDeath>
          <soundCall>Pawn_Muffalo_Call</soundCall>
          <soundAngry>Pawn_Muffalo_Angry</soundAngry>
        </li>
      </lifeStageAges>
      <soundMeleeHitPawn>Pawn_Melee_BigBash_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_BigBash_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_BigBash_Miss</soundMeleeMiss>
    </race>
    <tradeTags>
      <li>StandardAnimal</li>
      <li>BadassAnimal</li>
    </tradeTags>
  </ThingDef>
 
  <PawnKindDef ParentName="AnimalKindBase">
    <defName>Goldoren</defName>
    <label>goldoren</label>
    <race>Goldoren</race>
    <combatPower>95</combatPower>
    <wildSpawn_spawnWild>true</wildSpawn_spawnWild>
    <wildSpawn_EcoSystemWeight>0.75</wildSpawn_EcoSystemWeight>
    <wildSpawn_GroupSizeRange>
      <min>3</min>
      <max>6</max>
    </wildSpawn_GroupSizeRange>
    <lifeStages>
      <li>
        <label>goldoren calf</label>
        <labelPlural>goldoren calves</labelPlural>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Goldoren/Goldoren</texPath>
          <color>(176,150,106)</color>
          <drawSize>1.0</drawSize>
          <shaderType>CutoutComplex</shaderType>
          <shadowData>
            <volume>(0.4, 0.3, 0.3)</volume>
            <offset>(0,0,-0.2)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Dessicated/CritterDessicatedMedium</texPath>
          <drawSize>1.3</drawSize>
        </dessicatedBodyGraphicData>
      </li>
      <li>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Goldoren/Goldoren</texPath>
          <color>(176,150,106)</color>
          <drawSize>1.5</drawSize>
          <shaderType>CutoutComplex</shaderType>
          <shadowData>
            <volume>(0.6, 0.45, 0.45)</volume>
            <offset>(0,0,-0.25)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Dessicated/CritterDessicatedMedium</texPath>
          <drawSize>2</drawSize>
        </dessicatedBodyGraphicData>
      </li>
      <li>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Goldoren/Goldoren</texPath>
          <color>(176,150,106)</color>
          <drawSize>2.0</drawSize>
          <shaderType>CutoutComplex</shaderType>
          <shadowData>
            <volume>(0.8, 0.6, 0.6)</volume>
            <offset>(0,0,-0.3)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Dessicated/CritterDessicatedMedium</texPath>
          <drawSize>2.5</drawSize>
        </dessicatedBodyGraphicData>
#4
Mods / [Mod Idea] anit drop pods
July 26, 2017, 02:33:41 PM
there need to be a mod to add a AA turret or something like that to shoot down raiders drop pods if they try to land on your base and only a few drop pods that try and land in your base can make it so instead of 10 that land its 4 that make it. the AA should be able to at lest destroy 6 drop pods so if you had 2 AA turrets it be 12 destroyed drop pods so it be useful in big raids using drop pods
#5
Mods / mod idea army vehicle
June 05, 2017, 01:14:02 PM
the one thing i find rimworld lacking is method of transportation and defense for caravans so here they are transport truck people or stuff, tank used as a defense or attack, motor truck used as siege or defense.  also a way to help get rid of unwanted raiders hellfire missiles you can use to target there camps
#6
Mods / mod idea clone repost
June 05, 2017, 09:44:56 AM
a year or so i posted a mod idea about cloning so here is

ever get tired of reloading to try to save a pawn when a huge raid happens you need a cloning mod to clone your pawns but there is a down side.
1. if there sick the clone will be sick
2. there stats will transfer as well as age' (stats will have a small penalty)
3. to clone an army you will need a pod or something to grow the clones
4. clone limbs and organs
5. if there is a relationship between to pawns and one dies and get cloned will be different
6. 3 new traits will be clone and believes to be a clone (they believe that there just a clone and dose not mater if they die) and Anti-clones they hate clones and are more likely to attack clones
#7
Ideas / optional 3d map
April 27, 2017, 01:18:12 PM
i don't like the 3d map for rim world because it glitches and pops up out of memory. can it be optional to have the 3d map but still  be able to build Conley and raid others on the 2d map.
#8
Mods / mod idea old world map
April 24, 2017, 02:06:38 PM
i don't like the 3d map for rim world because it glitches and pops up out of memory i like a mod that gets rid of the 3d world for the old 2d map/world but still be able to build Conley and raid others
#9
the game keeps crashing when i start a new one when loading the map and it keeps say module failed to load i don't know why it keeps doing that
#10
Mods / mod idea cloning
November 14, 2016, 12:18:45 PM
ever get tired of reloading to try to save a pawn when a huge raid happens you need a cloning mod to clone your pawns but there is a down side.
1. if there sick the clone will be sick
2. there stats will transfer as well as age'
3. to clone an army you will need a pod or something to grow the clones
#11
Mods / mod idea prison laber
November 11, 2016, 04:29:35 PM
use prisoners to do tasks around your colony with fours if you have to
#12
Mods / zombie A13
June 27, 2016, 03:34:33 PM
OK IL get to the point we need a zombie mod for A13 i know there a zombie mod for A11 but we need a new one or for it to get update.
#13
Mods / mod idea danger zone
May 16, 2016, 12:44:28 PM
this idea is to make areas that have tarps that your pawns can trigger you can mark them in some type of zone so your pawns will not go.
#14
Mods / mod idea papers please
April 21, 2016, 05:05:24 PM
i thought of this when playing papers please the idea is when other factions visit you can detain them for a few day you also detain trader and take there goods with little to no back lash for the faction that you detain them from. you can set what items are contraband so you can detain visitor and traders that have that item
#15
Mods / mod idea scp
March 07, 2016, 12:43:09 PM
i was on the scp website and thought it would be cool to have scps that you can contain and they can kill your colonists
#16
Mods / mod idea duel welding gun
March 07, 2016, 11:01:52 AM
the ability to use to different guns at the same time but it should be a treat.
#17
Mods / mod idea gladiator mod
January 27, 2016, 03:27:02 PM
i thought of the idea you should be able to set up fights between prisoners for there freedom  or something i got the idea form a some movie
#18
well i was looking for a zombie mod for A12 but i only for A11.

i thought of a idea for traps and weapons when the toxic fallout event i thought of gas weapons/traps
for weapons teargas that can take down raider but not dose not kill them. toxic gas grenades witch kill stuff fast. 2 types for grenades launchers for both types for grenades. for traps have vents that release rather teargas for riot control or toxic gas to kill.to use the gas you have to set up a some sort of container for the gas and from there you have to set up pipes for the the gas to area you want it to go. just one more note there should be a gas mask so your colony wont get hurt when using the weapons and traps.
#19
Mods / [mod idea] command and conquer red alert
December 03, 2015, 12:39:05 PM
it would be cool if someone can make the turrets, vehicles and weapons to use
#20
Mods / [mod request] gas masks
November 20, 2015, 05:29:35 PM
we need a mod that you can make or buy gas mask for the fallout event so you cant get killed by the toxic air