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Topics - henk

Pages: [1]
1
The bug reported here still happens. Very often.
Reproduce steps:
Create killbox with traps.
Create invasion with centipedes.
Lure centipede to 1-3 traps.

Ofc it happens without any mod enabled.

2
Mods / [mod request] Realistic steel production
« on: June 06, 2018, 11:32:58 AM »
It really bugs me that one can just use empty fists to "mine" a ready-to-use steel. Would be cool if someone could make a mod that:
- removes mineable "steel ore"
- adds mineable iron ore
- mineable coal
- crafting of wood into charcoal
- smelting iron ore into iron
- smelting iron and charcoal into steel
- replace steel with iron in most of the basic (ex.: non-electric stuff) recipes

Doesn't look like much, but I have no idea how to do that...

3
Help / How to solve drawing exception?
« on: March 13, 2018, 05:24:51 PM »
I keep getting this error when ever my camera in certain location.

Code: [Select]
Exception drawing WildBoar_Corpse337939: System.NullReferenceException: Object reference not set to an instance of an object
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.RenderAnimatedPawn (Verse.Pawn,Verse.PawnGraphicSet,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.RotDrawMode,bool,RimWorld.PawnWoundDrawer,FacialStuff.CompBodyAnimator,UnityEngine.Vector3) <0x0009a>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x004b3>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch1 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x001ba>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch2 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00c26>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Corpse.DrawAt (UnityEngine.Vector3,bool) <0x00069>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

How can I solve this? or locate and delete 'WildBoar_Corpse337939' ?!

4
Mods / [MOD REQUEST] Stairs.
« on: March 08, 2018, 11:39:14 PM »
It would be greatly appreciated if someone would add a cosmetic mod for stairs.

Just because we don't have any Z levels doesn't mean we can't create the illusion of it, there are plany of 2d games that have such icons, as does most PnP maps for example.

5
Mods / [Mod request] Body giblets when parts are torn off
« on: December 27, 2017, 03:33:24 AM »
I would like to request a mod to spawn destroyed limbs and parts on the ground when they are cut off, blown to bits in one shot etc. It's rarer in Vanilla where such thing only happens with explosives or charge shot snipers but it will be amazing to see an arm fly off when that charged lance hits or a pawn sprayed over a dozen tiles when a mortar lands directly om him

6
Support / Combat trader screen blank for some reason
« on: February 15, 2016, 01:29:06 PM »
Hi guys,
So I just got into modding Rimworld (using not making ;)) and have installed a bunch of mods (see attached) and game works wonderfully with the order I currently have, except that the Combat Trader now no longer works, all I see is a blank trade screen with my silver at the top.

I have CCL and EDC Trader (last loaded) but something is replacing the Combat Trader, and not giving me a different trader in return.

Please help, all these Pila's are piling up!


[attachment deleted by admin - too old]

7
Ideas / Assign colonists to stay in an area.
« on: August 15, 2014, 10:37:25 PM »
I have two bases fairly far apart, one where I landed and the other where all of the metal mines are. Both bases are self-sustaining, with hydroponics, a cooking station, and beds. Unfortunately, my colonists keep walking between the bases any time there's work to be done in the other base that they can help with. They don't understand that they're assigned to a particular base.

Please give me a way to lay down a zone for a colonist so that it won't take work outside of that zone!

8
Help / Disable Skill Decay?
« on: July 14, 2014, 10:25:27 PM »
Anyone know how or where i can edit this annoying skill decay, i have literally check almost all the xml even looked into the asset files still nothing..



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