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Messages - joaonunes

#346
Mods / Re: Mustache mod
May 24, 2016, 10:00:48 AM
I don't think it is possible to add mustaches like I wanted... I wanted to add them just like people can add hair but it seems to be impossible to do that with the current code permissions (HeadDefs or something similar is needed, correct me if there's an alternative).

There are three options:
- Wait for the game to add the needed Defs;
- Add the mustaches as if they were hair (merging both textures), with the disadvantage of having no mustache visible when a hat is equipped;
- Replace the existing faces with ones with mustaches on. The disadvantage is that EVERY colonist with that face type (there are only a few...) will have a mustache...
#347
Quote from: Reaper on May 24, 2016, 09:20:04 AM
Anyway to replace a missing shoulder? Like say you removed? I though you used to be able to just put another arm in it?

weird thing: in previous versions it seemed that an arm was an arm and arm prosthetics replaced the arms. Now they replace the shoulder, so if you need a shoulder just get a prosthetic and you'll be good :P
#348
Help / Re: HeadDefs or anything similar exist?
May 24, 2016, 08:13:19 AM
I guess it would be safe for me to assume that there is no way to ADD new heads to the game...
#349
Quote from: isblimidar on May 24, 2016, 06:09:27 AM
Apparently these mods are not compatible with prepare carefully.
it also causes the crash landing mod to completely flip out.

They should not be... I am using most of Enhanced Development's mods with Prepare Carefully and I had no issues.

Your problem is that Crash Landing needs a patch to work with Prepare Carefully, look for it on both mods' websites and install it
#350
Quote from: Orion on May 24, 2016, 02:09:48 AM
Quote from: joaonunes on May 23, 2016, 03:19:06 PM
Quote from: RedPhoenix on May 23, 2016, 03:12:18 PM
Here you go:

http://pastebin.com/FMUgA8Zz

lots of hospitality related errors...
try updating hospitality first, if the error persists then its something else... the current version is 1.13 I think...
How do you tell it's Hospitality related? Not to point fingers, but

Community Core Library :: Injection Controller :: Initialization :: Errors during injection
    Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object

I believe this is going wrong somewhere else.

Also it looks like someone updated Hospitality with visitors still on the map, which absolutely spells trouble.


On a positive note, the new Hospitality version fixes the problem that visitors come with too much stuff in their inventory (not caravans, though).

Because there were tons of errors in the middle of the file relative to hospitality. My bad for overlooking the injection errors... Totaly skipped that section for no reason :(
#351
Quote from: DaGirrafeMan on May 23, 2016, 09:34:29 PM
Hey, I got a question..? So in the middle of night, there will be a random flash of light coming from the darkness mod and It almost seemed like a non-stopping lightning bolt. Yet it didn't seem to add any reality to the darkness mod. It was different than usual? Should I take one of my mods off... I currently have Crash Landing and Hospitality. :d

Once again, complete newb at the game! :/

Maybe it was a thunderstorm? Crash landing and hospitality work fine with darkness without any problems at all
#352
Mods / Re: Population Question...
May 23, 2016, 08:35:52 PM
Quote from: 1000101 on May 23, 2016, 08:19:34 PM
It is solely dependant on the story teller and that's it.  Difficulty does not matter.  Look in /Mods/Core/Defs/StorytellerDefs for the specific values.

For quick reference: (min/max/critical)
Cassandra & Phoebe: 4/13/18
Randy: 4/13/50

The "critical" value is when no more slaves will be available and when recruitment is virtually impossible.

You wont get a better answer than this one :)
#353
Damn, now I need to install another mod xD
#354
Mods / Re: Population Question...
May 23, 2016, 07:31:38 PM
It depends on the storyteller, and they have a "soft" cap between 10-20 colonists. From that point forward slave traders don't carry slaves anymore and recruiting chance decreases by so much it won't be possible to recruit anyone sooner or later...
#355
Mods / Re: Mustache mod
May 23, 2016, 07:13:24 PM
UNLESS... I use the already existing HairsDefs and extend the png to also have a beard, plus I could couple hair types with the beards/mustaches :D

EDIT:
Nope... that would mean that when a pawn equipped a hat the mustache would also disappear...
#356
Quote from: Johnny on May 23, 2016, 06:05:42 PM
Does anyone know if it's possible to disable ammo? I liked the older version... this one kinda ruined with hospitality since the npcs just get stuck and die... plus all that different ammo tipes make it kinda confusing.

To change the mod now would cause even greater confusion. All the mods that have compatibility patches for CR would probably need to have 2 patches instead of just one, for each "version" (with and without ammo), plus a lot more work for anyone maintaining this mod...
#357
Help / HeadDefs or anything similar exist?
May 23, 2016, 05:44:46 PM
Hello!

Recently someone created a request for a mod that adds mustaches to RimWorld, and I decided to give it a try, even though I never had any previous experience and have no idea on how RimWorld's modding works (although I am familiar with XML and c#, avoiding the latter). I am off to a great start xD

The problem is while there are Defs that allow adding hair to the game the same does not happen to faces, or does it?

Can anyone help me out on this one? Is there any way to add faces to the game or am I only allowed to edit the already existing ones? (editing texture files works, I tested it :P)

I thank you in advance for any attention given to this thread.

EDIT:
UNLESS... I use the already existing HairsDefs and extend the png to also have a mustache, plus I could couple hair types with the different mustaches :D

EDIT2:
Nope... that would mean that when a pawn equipped a hat the mustache would also disappear...
#358
Mods / Re: Mustache mod
May 23, 2016, 05:39:12 PM
Quote from: panggul_mas on May 23, 2016, 05:36:10 PM
Quote from: joaonunes on May 23, 2016, 03:27:24 PM
There was an old mod, https://ludeon.com/forums/index.php?topic=9505.0 , which added different eye textures to help differentiate men from women, and it seems to be only texture files...


Even though the author has not official updated Individual appearance, this mod works as-is perfectly fine in A13.

Yes it does, because it only replaces the vanilla textures, it does not add any new ones. Because I did not test it properly I assumed it should not be working but a quick test proved I was wrong... Texture files' structure did not change from the last version, so all is good :D
#359
Mods / Re: Mustache mod
May 23, 2016, 05:06:16 PM
Quote from: HolyWinter on May 23, 2016, 04:59:08 PM
Quote from: joaonunes on May 23, 2016, 04:18:53 PM
Something like this? This is a "cheated" version, not really working yet, but at least they show up xD

I tip my hat off to you sir!

Nothing like a fine bit of hair lip to make a colonist look a bit manly.

This is a cheated version because all I did was paste some hair on the vanilla's texture without actually adding new "faces". Will try to add more faces (with hair of course) and see if they still work

EDIT: Yeah... not going to happen.... I think I need defs to be able to add more faces to the game just like happens with Rinsenal's Hair pack, but those defs do not exist for faces, so at the moment I don't think it is possible... It is however possible to replace the default faces with new ones without any kind of problem, that is basically what I did :/
#360
Quote from: Anonemous2 on May 23, 2016, 04:36:50 PM
Quote from: caekdaemon on May 22, 2016, 09:49:55 PM
Quote from: joaonunes on May 22, 2016, 07:27:58 PM
Quote from: caekdaemon on May 22, 2016, 06:31:21 PM
Got a massive list of errors about armor penetration and recoil offsets when trying to use the patched version of the World War Weapon's pack with Combat Realism.
*img*

Mod load order, fresh from the mod config file:

<ModsConfigData>
  <buildNumber>1135</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>LT_RedistHeat</li>
    <li>CombatRealism-RD-1.6.5.1</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>Apparello</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>Hospitality</li>
    <li>Izzyssentials V1.02 A13</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_Robots</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>Misc_Patch_-_Core_-_CombatRealism</li>
    <li>Misc_Patch_-_EdBPrepareCarefully</li>
    <li>RW_Blueprints-0.13.0.1</li>
    <li>RW_EnhancedTabs-0.13.0.1</li>
    <li>RW_Manager-0.13.0.3</li>
    <li>RW_FluffyRelations-0.13.1.2</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>RTFTJ</li>
    <li>Vegetable Garden v3.6a</li>
    <li>TRCaravans</li>
    <li>Traits-Experimental</li>
    <li>World Wars Weapons CRP</li>
  </activeMods>
</ModsConfigData>


Firstly, you should be using the Combat Realism - EPOE patch too.

My load order is similar, with the difference that I have installed 60 more mods than you :P And it's working perfectly here.

One more difference... I renamed my CR folder to the "original" name, but t should not change anything, I think...

Have you tried a new save to see if the error persists? And do the weapons work ingame even though the errors appear?
I didn't even realize there was a patch for EPOE :o Thanks for that!

As for this mod, these errors get spat out at me on the main menu, so a new save probably wouldn't help much there. I'm not sure if the guns work or not either, since I've never actually used CR before and don't know how it affects normal gameplay, so I wouldn't be able to tell if the guns are broken or working as normal, unfortunately.

OK I've fixed the issue this is what happened:

Combat Realism got updated, breaking the patch for World War Weapons. That's likely why joaonunes's game works fine (Because they have an older version.) and caekdaemon's game doesn't (They are playing with the newest version on CR, and the patch wasn't update to the latest version of CR yet.) I just fixed the issue with for CR, and the download for CR World War Weapons will now work with the latest CR.

Oh and the Patch for Civil War Weapons IS NOW being worked on, I was very busy for the last two weeks, and had school stuff that need my time.

actually no, I am using the latest version and have no errors whatsoever.