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#2
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
#3
Help / Re: how to you make animals produce the items you want
September 21, 2017, 09:39:25 AM
i want the animal to produce gold and am still new to modding
#4
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
#6
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
<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>
Code Select
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>
#7
Outdated / Re: [A17] The Marine Corps Kit - USMC Outfits
July 28, 2017, 09:14:08 AM
The Ce link dose not work
#8
Outdated / Re: [A17] The Ghillie Suit
July 27, 2017, 09:36:11 AM
dose it work with Combat extended
#9
Releases / Re: [A17] Rimsenal v1.061: Finishing Touch Edition
July 26, 2017, 03:30:05 PM
will this mod have a combat Extended patch
#10
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
#11
Releases / Re: [A16] More Monstergirls
July 05, 2017, 05:46:54 AM
when is a17 version of this mod going to come out
#12
Outdated / Re: [A16/A17] Orbital Hubs United - Dropships 1.2 (20.06.2017)
June 25, 2017, 07:57:43 PM
will there be a patch to not let raiders use the drop ships
#14
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
#15
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
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