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Topics - Dragoon

Pages: [1]
1
Help / Is there a way to make specific traits effect certain armor?
« on: February 03, 2018, 10:44:01 PM »
Like for example. A helmet that makes those who are hypersensitive do better. (whatever better could mean, increase in combat or crafting or whatever.) And if so, is there a way to make it benefit someone who has hypersensitive more than someone who is less sensitive like? +16 for those who are hypersensitive, +8 for those who are sensitive, and +4 for those who are normal. +2 who are deaf. Is this possible?

2
I wanted to make a mace with a pile bunker for a short ranged attack. I know the bullet def is what makes the weapons range damage, set but I wanted to make it cost stuff so if you made it out of stronger material the melee damage scales up, even if the range damage does not.

I am able to make it, but when I set it to cost stuff it crashes. I can have it set to specific materials but I would like for it be able to be costing stuff. Can anyone help?


[attachment deleted by admin: too old]

3
Help / Gundam Ibo Mod Edit: No longer breaks mods)
« on: August 22, 2017, 05:54:43 PM »
My mod causes other mods to not work, I do not know why. I was hoping to put this in unfinished so that I could get feedback and maybe some help but for some reason, it recently causes other  stuff to not load. All I see in errors are that two XML meet an unexpected end.

Can anyone take a look and help me?

edit: I only added weapons and the gundam armor. However I made no changes to the graze. So I am not really sure what to do.

[attachment deleted by admin: too old]

4
Help / Help with Dll
« on: June 06, 2017, 08:22:23 PM »
I am encountering this problem but I'm not sure how to fix it.

Exception loading Gundamibo.dll: System.BadImageFormatException:
  at (wrapper managed-to-native) System.AppDomain:LoadAssemblyRaw (byte[],byte[],System.Security.Policy.Evidence,bool)
  at System.AppDomain.Load (System.Byte[] rawAssembly, System.Byte[] rawSymbolStore, System.Security.Policy.Evidence securityEvidence, Boolean refonly) [0x00000] in <filename unknown>:0
  at System.AppDomain.Load (System.Byte[] rawAssembly, System.Byte[] rawSymbolStore, System.Security.Policy.Evidence securityEvidence) [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.AppDomain:Load (byte[],byte[],System.Security.Policy.Evidence)
  at System.AppDomain.Load (System.Byte[] rawAssembly) [0x00000] in <filename unknown>:0
  at (wrapper remoting-invoke-with-check) System.AppDomain:Load (byte[])
  at Verse.ModAssemblyHandler.ReloadAll () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

https://www.dropbox.com/s/gsv209pw72zt1w1/Gundamibo.dll?dl=0

5
Help / cant get texture for armor to show up on pawns.
« on: June 03, 2017, 03:33:03 AM »
I got a yellow config error. Can anyone help me?

Config error in Apparel_Grazeupper: Apparel_Grazeupper has null thingClass.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__853()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

Config error in Apparel_Grazelower: Apparel_Grazelower has null thingClass.
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__853()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()

https://www.dropbox.com/s/qabgugfwhmj5su2/Gundam%20ibo.rar?dl=0

6
Ideas / Temporary emotional debuff to prosthetics.
« on: March 24, 2017, 09:07:12 AM »
I feel like even if you did not have Prostophobe you would not want your arm to be replaced by bionic stuff unless you were Prostophile.
I feel that there should be a temporary debuff whenever you get a prosthetics, I mean whenever they lose a limb, and or get it replaced should be a debuff unless they want prosthetics. Prostophobe mean they don't want it and have while I'm thinking they are lamenting the loss of their arm. Like in real life.

7
Ideas / facial clothing, no bald pawns.
« on: August 08, 2016, 10:16:17 AM »
I know in the base game there is no facial clothing, but that could change with updates. I was wondering if  the graphic settings/coding could change so that we would not have bald colonist when they are just wearing masks.

8
Bugs / dev mode missing siblings
« on: May 03, 2016, 04:38:49 PM »
I tried to use dev mode but It does not have siblings in it for some reason.  littererly it's the only one not there, Yes I tested without any mods on.

9
General Discussion / Beauty trait problematic
« on: April 10, 2016, 02:11:06 AM »
I got this blue haired chick with the trait and at first thought it was cool...till I realized all and I mean all of my male colonist only go for her. Literally One guy has 80 to this other girl she has 73 to him and hes not asking her out or anything but he has asked the blue haired chick out 5 times (rejected every time but that is not stopping him or any of the other male for that matter. Has anyone else had this problem?

10
Unfinished / Advanced power armor
« on: November 16, 2015, 09:43:41 AM »
Adds a newer type of power armor to the game.



Credit for the artwork to van_tarkin

Big thanks to Raw code and slime crusher, and Fluffy (l2032) for helping me understand the coding a bit better.
I just did the defs.

[attachment deleted due to age]

11
Help / rimworld could not load unity engine
« on: November 15, 2015, 03:41:01 AM »
I've looked up some stuff but I can't figure out what i'm doing wrong. I included the file.

[attachment deleted due to age]

12
Help / Can't force pawns
« on: September 19, 2015, 09:26:10 PM »
Can anyone help me? I am unable to right click and make my colonists do anything (such as forcing them to build a wall). I think it's a mod conflict but I've turn off most of them. I took a picture in hopes someone can figure out which mod it is.

[attachment deleted due to age]

13
Mods / Request repair
« on: February 22, 2015, 12:58:02 AM »
I hoping someone could make a repair mod since we now have weapons/armor that degrades overtime. If you need a general idea a workbench that take like 1000 watts to repair I don't know about materiel required for repair since many mods that add in weapons don't exactly have crafting for those weapons.
 It's just hard to watch an expensive weapon degrade to it being plain junk.

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