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Messages - Austintrollinski

Outdated / Re: [B18]Pathogen Mod
January 18, 2018, 01:33:41 PM
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
i want the animal to produce gold and am still new to modding
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
Help / Re: need help textrue error
September 20, 2017, 10:08:40 PM
I Found our what i did worng
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.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
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[])
Verse.PawnGenerator:TryGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)


<ThingDef ParentName="AnimalThingBase">
  <PawnKindDef ParentName="AnimalKindBase">
        <label>goldoren calf</label>
        <labelPlural>goldoren calves</labelPlural>
            <volume>(0.4, 0.3, 0.3)</volume>
            <volume>(0.6, 0.45, 0.45)</volume>
            <volume>(0.8, 0.6, 0.6)</volume>
The Ce link dose not work
Outdated / Re: [A17] The Ghillie Suit
July 27, 2017, 09:36:11 AM
dose it work with Combat extended
will this mod have a combat Extended patch
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
Releases / Re: [A16] More Monstergirls
July 05, 2017, 05:46:54 AM
when is a17 version of this mod going to come out
will there be a patch to not let raiders use the drop ships
Mods / Re: mod idea army vehicle
June 06, 2017, 05:22:41 PM
you cant use glitter world tanks
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
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