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Messages - deltasquad22

#1
Ohhhh okay. Thank you for letting me know. Now I must endure until its released. :3
#2
Apologies in advance if I missed something or am just being stupid and asking a question thats been answered somewhere else or anything along those lines.

Recently, I have have been dying for a research queue mod and the only thing I have found is an old post by Fluffy back in February saying that it was basically done and all he had to do was wait for CCL to update. So I assumed it would just be in his modlist but all I found was ResearchInfo (not sure if they are the same thing or not) which was integrated into CCL in the A13 version. So I am curious as to if its actually a thing or not? And if it is could someone point me to it because I cannot find it within the mod page or within the mod itself. Perhaps I am missing something somewhere along the way or something but idk. I just want a research queue. So yeah thank you for the help (and sorry for the length paragraph)
#3
Help / Colonists Not Completing Jobs
January 23, 2016, 07:31:59 PM
Hello, I hope I am the right place to report this, but I am having some issue with my modded game, and I am not actually sure which mod is causing the issue. Basically whenever there are hauling jobs certain things will be refused to haul. The colonist will then end the job, stand there stupidly, and then attempt to do it again. Literally. All. Day. Its really not efficient and efficiency kills (meaning I will murder you if you don't haul that silver inside)

All joking aside. I attached the log so if someone can help me, or point me in the right direction, that would be amazing. Thanks anyways~ Delta




[attachment deleted due to age]
#4
I already have Notepad++, I find it hard to even atempt to mod without it. For ILspy I will have to check that out.

But I have figured it out, and your explanation of what everything does is very useful. Thank you for your help! Time to see what I can make.
#5
1) Didn't notice that random text in the middle of everything... So thank you for pointing that out.
2) Not sure about this bit, nor did I see it on the wiki.
3) So the *Abstract* sections are for multiple weapons like for example the bullet?

***Just a side not, I am brand new to Rimworld modding and I have little experience modding what so ever, just a bit of fidgeting and adjusting to certain files to make a certain mod more to my taste. Although I know a tiny bit of coding, like the simple stuff: If Else statements, strings, the simple stuff, ect. And I do believe most of this was with C++
#6
Help / More In-depth Weapon modding Tutorial? [Request?]
September 05, 2014, 10:36:15 PM
TL:DR: Basically as the title says, I am wondering if anyone has a more in-depth and explained tutorial of the weapon modding, preferably one that works by its self so I have a template I could go off from. Thank you for your help.

Okay here is a longer explanation. I have always been into modding although I found it hard to get into. When I seen the potential of modding for Rimworld I became determined to make atleast a working thing that COULD be called a mod. And I was immediately drawn to weapons. I followed the tutorial on the wiki, but it wasn't, per-say complete? I followed the tutorial to the tee (and even used copy and paste) and it doesn't show any sign of the tutorial gun in the game. I am assuming that is because the tutorial didn't go over everything required for the gun, just the .xml files... But anyways, can anyone spare a good tutorial. Again, thank you for your help.
Aswell I attached what the tutorial told me to do/what I got from following it, just incase I screwed up the .xml style or something.

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