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Topics - rhtstm

Hi all,
Anyone knows how the Drunk and Psychite states work in A16?


It used to work like this:


Now that <compClass>HediffComp_Disappears</compClass> changed to Class="HediffCompProperties_Disappears", Drunk and Psychite is not working :(

Keep getting errors:
<stateEffecter>Drunk</stateEffecter> doesn't correspond to any field in type HediffCompProperties.

Need help,
Help / Having problem with sound fx in A16.
December 26, 2016, 12:34:39 PM
Hi all,
I have notice that sound defs script in Alpha 16 added a new <context>MapOnly</context> line.
I have managed to change them all in my mod's script.
The problem is, some weapon's sound fx are acting weird. The first burst shot of a weapon do play the correct sound fx, then the rest of the shots sound fx just disappears/go silence while shooting.
Here is the current sound script example:

<?xml version="1.0" encoding="utf-8"?>
    <eventNames />
          <li Class="AudioGrain_Folder">

Anyone have any idea what is going on?

General Discussion / "Long-term research" Bug?
September 04, 2016, 09:20:25 PM
My friend is having a problem in Rimworld, where he places down the basic research bench, set projects, people will never do it at all. When he tried to force them to do their job, it says that it's a long-term research, it needs 300 research points or something like that.
Any clue what's happening?
Outdated / [B18] RT's Weapon Pack
August 31, 2016, 04:09:56 AM

This mod adds a ton of new weapons for colonists to craft, trade, and fight with.

New weapons are well balanced to fit with the default weapons as best as they can.
Each update will contain at least 1 new weapon, plus bug fix and balance tweaks.
Please report if any errors occurred!

*Weapon Art made by RT.
*Don't hesitate to leave your comments and suggestions below :)
Supported Languages
Simplified Chinese

Currently Avaliable Weapons:


Download Link
01/19/2018 updated
Steam Workshop

Google Drive


Enjoy this mod and also my artwork?
Please consider to support my work and efforts. Thank you! :)

Update Log

New weapons and changes in this update:

*M72 L.A.W

*Beretta M12 SMG

*Tomahawks (Throwing axe)

*Slingshot (Seriously?!)

*MP 18 SMG

*Melee&Range weapon stats balance

New mod version for B18 (Reworked on the whole script, polished some weapon art and sound fx.)

New Sniper Rifle: Kar98

New Rifle: Inferno Rifle

New Ranged Defensive Weapon: Fire Extinguisher

New Ranged Weapon: Shuriken

New Grenade: Smoke Grenade

Steyr SSG 08 Sniper Rifle
Sound Fx
Weapon Stats adjust
Equipped weapon offset stats (Some weapon now have positive/negative stat attributes)

-New sound Fx for weapons!
-M84 Flashbang Grenade
-Russian Translation

-New sound Fx for weapons!
-MP 40 SMG!
-Now support Alpha16!

-New sound Fx for weapons!
-Added: M1014, Uzi
-Sound Fx adjustments for weapons

-New sound Fx for weapons!
-Fixed an error for "Weapon Assembly" research project.
-3 New Weapons!

Help / Question about <skillRequirements>
August 11, 2016, 07:37:41 PM
Is there a way to add a specific level requirement for using a weapon?
Tried to add these lines into a weapon's RecipeDef file but colonist below that min Level can also use the weapon.


Anything I missed in the code? Or is there another way to do it?
Help / Research Project def help
July 29, 2016, 09:03:59 PM
Is it possible to let an item that can be craft after research a certain research project? Currently working on a mod right now and want to add this cool feature in. If so, what's the def file structure like?
Sorry for asking a noob question.  :P