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Messages - Daracke

#1
I don't know if you're fixing this in the next update, but there may be something wrong with the nano and cyber turrets? I built both of them, and had them fire on a spot, and they seemed really weak. They fire about, what, 4-5 shots, and have a 3 sec cooldown? When I clicked on them to look at their info, it say "improvised turret installed" or something along those lines, and only did 10 damage. I could be spoiled by other turret mods, but I dunno, they just seem weak considering their cost.
#2
Quote from: elStrages on January 14, 2015, 01:31:57 PM
I have found the fix needed:
The problem with this fix is it edits man core files, as there is no other way to add a creatable ability to game, unless you create a crematorium for each specific race.

you need to find the Recipes_cremation.xml in (rimworld folder)\Mods\Core\Defs\RecipeDefs
Search this:
     <thingDefs>
        <li>Human_Corpse</li>
     </thingDefs>

Add in this, then depending on what factions you are using delete as appropriate:
     <thingDefs>
        <li>Human_Corpse</li>
<li>Jaffa_Corpse</li> <!-- Delete as appropriate -->
<li>Stormtroopler_Corpse</li> <!-- Delete as appropriate -->
        <li>Norbal_Corpse</li> <!-- Delete as appropriate -->
     </thingDefs>


Thanks again, I know it wasn't a huge problem, but I figured I should say something! Thanks for the quick turn around :)
#3
Hey there mate, I got a quick question. I guess for whatever reason, the various factions (or at least just the jaffa) aren't able to be cremated.I got the bills in the crematorium and a crafter and all that jazz. Is there something in an xml file somewhere I can add to make the corpses crematable?
#4
As a lurker, who's been recently feeling the urge to create/update/texture things in rimworld, I stumbled across this thread https://ludeon.com/forums/index.php?topic=3593.75

I wasn't around for this mods alpha 4 and 5 release, but it seems like people liked the mod, and there was a request for it to be updated to the current rimworld. I figured I'd take a look at it, though I'm new to modding the game.

Now I've looked through the modding tut's on the wiki and such, but I couldn't find what would generally need fixing to make the mod updated and working. I know this is probably a big request by someone who's new to the forum, but this mod really caught my eye and I would love if I, or if I fail someone else, to work on this. If I could be pointed in the right direction on here that would be amazing. If it needs explaining to me more I'd be willing to share skype and whatnot.

Seriously, all help is greatly appreciated and I will love you.

:)

(Also if this is in the wrong area of the forums I'm sorry, I looked around and this place seemed like the best place for this.)
#5

Quote
mine dont have minimum skill level requirement, check if you have "Drill head".
this mod dosent change anything from vanilla game so it should work with other mods.
Yup, didn't even make a drill head, completely forgot about that. Thanks! :)
#6
Quote from: eatKenny on January 07, 2015, 02:25:47 PM
Quote from: Daracke on January 07, 2015, 02:20:42 PM
Quote from: eatKenny on January 07, 2015, 01:35:58 PM
Quote from: Daracke on January 07, 2015, 12:19:20 PM
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)

mining will take a while, related to the crafting skill of the pawn.
So I think the mine is supposed to be mannable, correct? When I have a pawn selected and right click the mine, there's no work option that comes up, and the orange spot for the building isn't blocked by anything.

you need to add bills like every other worktable.
I do have it billed for mining uranium. Is there a skill level minimum I'm missing or something? Would other mods conflict with it?
#7
Quote from: eatKenny on January 07, 2015, 01:35:58 PM
Quote from: Daracke on January 07, 2015, 12:19:20 PM
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)

mining will take a while, related to the crafting skill of the pawn.
So I think the mine is supposed to be mannable, correct? When I have a pawn selected and right click the mine, there's no work option that comes up, and the orange spot for the building isn't blocked by anything.
#8
This might be a quick question do to me possibly being a dumbass, but I have a mine set up and running. It has power in it and a bill set for uranium, but I think it's taking way too long since it's been one, and nothing has popped up by it. Am I just impatient, or am I missing something? Thanks mate! :)