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Messages - rexx1888

#136
i dont necessarily need more than one colony, but i would liek for the world beyond my colony to grow and change, and id like to have a hand in some of those changes. I especially want to be able to crush aggressive enemies that wont bugger off.

Still, i like it as is, i just feel that the world should be a bigger part of the equation than what part of it is cold or hot
#137
Help / Re: Bodies Def questions
April 25, 2015, 07:37:37 PM
thats what i thought, but if the mod isnt in the folder(and other mods are) then the game runs fine. just seems like an odd quirk tbh
#138
Help / Re: Bodies Def questions
April 25, 2015, 11:01:32 AM
better yet, this stuff happens even if the mod hasnt been activated yet wut O.o
#139
Help / Re: Bodies Def questions
April 25, 2015, 10:47:06 AM
So, continuing down this rabbit hole. Something very odd happens around trying to build a new custom body with bits an pieces. Rimworld will straight up not load. If the mod is even in the directory with the modified bodies def, it freaks and doesnt even load the main menu.

it just hangs on a black screen, and sticks this thing in the output log.

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Root.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.KeyBindingDef.get_JustPressed () [0x00000] in <filename unknown>:0

  at Verse.TakeScreenshot.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1).

in addition, if the modifiend humanoid def is in the thing defs folder, it also hangs with the same error. its kinda hardcore lol.

any ideas about what may be causing this?
#140
Mods / Re: [Mod Request] Crawling
April 25, 2015, 05:08:26 AM
people tend to bleed to death and go into shock when their legs shot off... im pretty sure the pawns are the same right?
#141
Ideas / Re: Mod for roads
April 25, 2015, 05:07:14 AM
this doesnt look like a mod request...
#142
Help / Bodies Def questions
April 24, 2015, 03:36:47 AM
Hey all, can someone tell me what the connection is between the body tag in the races tag of the humanoid def is and the bodies def and the body parts def.

is there a connection at all, or are they all just not connected. i was curious to see if i can get pawns to just spawn with various parts(tentacles, bionics, mutations.. not fussed  :P ) on their bodies without needing to have them sown on or generated with random ones.
#143
Help / Re: Rimworld launch
April 24, 2015, 03:32:08 AM
thanks your rad.

#144
Help / Re: Rimworld launch
April 24, 2015, 03:06:28 AM
i havent fixed the problem as yet, but i identified it. i was using a oldish(worked in 9) races def. It looks like the game just looked at that file and hung up because it was different to what it expected. Am pulling apart and putting the file back together now so thatll hopefully fix it :)
#145
Ideas / Re: Everything & Corpses Covered With Snow
April 24, 2015, 12:26:44 AM
.... 24 textures..... just for the mod im working on it would be 4*30 textures... and thats a mod, not the actual core game.

if its just corpses sure, but its not. its corpses that are naked, and copses that have parkas, and copses that have jackets etc etc. then you have to add all the other stuff like weapons of various different profiles(likely all of them) and all the other items that might be left outside(thats everything you have ever made in RW btw) and so on an so forth.
its not "like 24" its more like a few hundred. an thats if we just do 2 textures for each item, not if we do 4 O.o
#146
Help / Re: Rimworld launch
April 23, 2015, 11:50:26 PM
hey, hate to necro this thread but im having a similar issue(cept the game doesnt crash). at the moment, the only mod im testing is all xml, but its big so im wondering if its possible this error is caused by having so many errors in the xml that the binary cant deal?

literally, is RW just saying "i cant even" to me O.o
#147
Ideas / Re: Doors, some ruminations
April 23, 2015, 10:16:35 PM
i appreciate the premise behind forbidding doors, but i prefer sims that make me personally as hands of as possible. course the ai needs to not be as thick as a brick first lol
#148
Ideas / Re: Making brawlers viable
April 23, 2015, 10:14:46 PM
i like the idea of melee have some form of blocking, thats rad. Id still like the ability to actually get the jump on others with melee(or them to get the jump on me more specifically)
#149
Ideas / Re: Your Cheapest Ideas
April 23, 2015, 05:57:23 AM
itd be really nice if every colonist thought about a bit of hauling when they finished a job an something was nearby... maybe an optional "haul as you go" thing. Same deal for a "clean as you go" option.
#150
General Discussion / Re: Landing in a ruined city
April 23, 2015, 05:53:09 AM
^^ these guys get it. I think that would definately fix why i feel ruins are always old, but it still bugs me why i cant articulate why i think that.

its not just that they are empty squares... OOOOH i know what it is. Damage atm is shown with red flashing wound signs.. which means everything looks brand new, even the ruins.. which means everything feels like a ruin to me. it wasnt that ruins all felt old, its that everything looked like a ruin because the ruined buildings look literally just fine. Theres nothing falling off them, no rubble around them, the walls are pristine. theres nothing to show them as being old or new or of a uniform design or anything, because they are all the same squares with roofs i cant see through. i only think of the colony as a not ruin because i watch it get built and know its new. Thus, all ruins are the same non agey 'old' to my perception.

it amuses me that i never got this before lol