Quote from: skullywag on September 20, 2016, 11:50:22 AMAll right.
Doable. It might be the broken adding animals to biomes in core has been fixed. I havent had a chance to check.
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#46
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
September 21, 2016, 06:18:21 AM #47
Mods / Re: need help whith mods
September 21, 2016, 06:16:13 AMQuote from: dave356515 on September 20, 2016, 09:12:59 PMHere, posted by Shinzy;
how do I do that
https://ludeon.com/forums/index.php?topic=25037.msg258776#msg258776
#48
Mods / Re: [WIP] Beasts of the Rim
September 20, 2016, 04:07:21 PM
Oooohhhh, yeah! :O
Are you running some sort of graphical overhaul? I don't recognize a lot of the plants in your screenshots.
But I rarely play anything but temperate forest on mountaneous.
Are you running some sort of graphical overhaul? I don't recognize a lot of the plants in your screenshots.
But I rarely play anything but temperate forest on mountaneous.
#49
Help / Re: Using one sprite for a rotatable object gives a error
September 20, 2016, 01:49:14 PM
Nice, grats!
Haha, all that trouble we went through and it was such a simple thing.
Haha, all that trouble we went through and it was such a simple thing.
#50
Unfinished / Re: Mechs for Rimworld
September 20, 2016, 12:41:57 PM
Don't want to discuss it yet?!
But.. but... will it have lasers?! Pew pew pews?!
Rockets? :O
Oh oh oh will it have ejection seats? XD
But.. but... will it have lasers?! Pew pew pews?!
Rockets? :O
Oh oh oh will it have ejection seats? XD
#51
Help / Re: Using one sprite for a rotatable object gives a error
September 20, 2016, 12:25:26 PMQuote from: Stolij on September 20, 2016, 12:19:48 PMYeah it goes anywhere under the ThingDef tags, but not inside other tags.
First i tried in <graphicData> then it said there was no such function as "<rotatable>"
Then i tried it in the <ThingDef ParentName="Buildingbase"> and it didnt give a error, but once i tried to build the table it gave the same error as before.
Anyways, try removing the placeworker lines. You can comment them out for testing.
It's looking for linked facility buildings when the comps say there is no such property to your workbench.
Unless you want it to be affected by other buildings, in which case you have to add the second snippet I posted before and change ToolCabinet to the defname of the special structure you want it to link to.
#52
Help / Re: Using one sprite for a rotatable object gives a error
September 20, 2016, 12:14:28 PMQuote from: Stolij on September 20, 2016, 12:13:49 PMYeah, I've had no problem with that.
Is it actually possible to make a rotatable object from one picture?
Where do you add the rotatable tags?
P.S.:
You have:
Code Select
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
But you don't have this in your comps:
Code Select
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ToolCabinet</li>
</linkableFacilities>
</li>
Perhaps that's causing an issue?
#53
Help / Re: Using one sprite for a rotatable object gives a error
September 20, 2016, 12:01:13 PMQuote from: Stolij on September 20, 2016, 11:55:03 AM
well this is what i have:
(looks a bit wierd here)Code Select<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>
<ThingDef ParentName="BuildingBase">
<defName>PowerCellCreator</defName>
<label>Power Cell Creator Table</label>
<ThingClass>Building_WorkTable</ThingClass>
<Description>A High tech table to create Transcendent Power Cells.</Description>
<graphicData>
<texPath>Things/Building/Production/PowerCellProduction/PowerCellProductionTable</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,1)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<CostList>
<Steel>500</Steel>
<Component>10</Component>
<SpecificComponents>10</SpecificComponents>
<Gold>5</Gold>
<Plasteel>20</Plasteel>
</CostList>
<AltitudeLayer>Building</AltitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToMake>7000</WorkToMake>
<MaxHitPoints>600</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<Size>(3,1)</Size>
<DesignationCategory>Production</DesignationCategory>
<passability>PassThroughOnly</passability>
<pathCost>70</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<recipes>
<li>CreateTranscendentPowerCell</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<startElectricalFires>true</startElectricalFires>
<shortCircuitInRain>true</shortCircuitInRain>
<basePowerConsumption>2000</basePowerConsumption>
</li>
<li Class="CompProperties_Flickable"/>
</comps>
<researchPrerequisites>
<li>TranscendentPowerStorage</li>
<li>MicroelectronicsBasics</li>
</researchPrerequisites>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
</ThingDef>
</ThingDefs>
Hah. It does look a bit weird - I thought you forgot </graphicData> at first, but it was further down.
Okay, so I take it you have a folder called Textures in your modfoler?
And within that folder lies; Things/Building/Production/PowerCellProduction/PowerCellProductionTable.PNG?
P.S.: For it to have <rotatable>true</rotatable> it SHOULD be Graphic_Single.
Otherwise, it would be Graphic_Multi and you would have a texture for front, back and side all named correctly. Can't have <rotatable>true</rotatable> for Graphic_Multi, I believe.
P.P.S.: Do you have the ThingDef BuildingBase copied anywhere within your mod? If you have parents, you need to have those defined within the scope of your mod. (And only once!)
#54
Help / Re: Using one sprite for a rotatable object gives a error
September 20, 2016, 09:57:41 AM
All right. Could you paste the thingDef in codetags?
#55
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
September 20, 2016, 09:48:55 AMQuote from: skullywag on September 20, 2016, 09:27:43 AMEven adding a bunch of animals requires CCL?
Kinda stuck behind the CCL wall like everyone else right now. Once that walls down ill begin updating in earnest. Need 1000101 back before I can move though.
What about splintering the required CCL parts into the mod itself?
#56
Help / Re: UI completly disappears after a while - heavily modded game
September 20, 2016, 09:46:44 AM
Woot, I made it onto someone's modlist!
You seem to have Miniaturisation installed and loaded twice. It might be part of the problem, or a second problem.
I'm not sure which version that is, but you're better off using Miniaturisation Overloaded, which has an easily customized list of what furniture of what mod it should make minifiable.
Verify Start might seem to be running fine but it is mentioned in your first output log.
When two (or more) mods conflict it's not always a case of 'it's mod X's fault!' or 'mod Y should apply fix A'. Sometimes they just modify similar things and then that ends up breaking the game, right.
This comes from Colonist Bar KF. This is a missing texture error, I don't know how much damage that can do.
I think this is one of the mods having a conflict with another, though.
You seem to have Miniaturisation installed and loaded twice. It might be part of the problem, or a second problem.
I'm not sure which version that is, but you're better off using Miniaturisation Overloaded, which has an easily customized list of what furniture of what mod it should make minifiable.
Verify Start might seem to be running fine but it is mentioned in your first output log.
When two (or more) mods conflict it's not always a case of 'it's mod X's fault!' or 'mod Y should apply fix A'. Sometimes they just modify similar things and then that ends up breaking the game, right.
Code Select
Could not load UnityEngine.Texture2D at UI/Widgets/DesButBG_grey in any active mod or in base resources.
This comes from Colonist Bar KF. This is a missing texture error, I don't know how much damage that can do.
I think this is one of the mods having a conflict with another, though.
Quote from: RawCode on September 20, 2016, 03:11:33 AMI agree.
it's my constant state.
Quote from: RawCode on September 20, 2016, 03:11:33 AMlatest log is about "one of mods wipe "startingPawns" list", why and how is separate question that cannot be solved without debug build of game.Yep.
#57
Help / Re: Using one sprite for a rotatable object gives a error
September 20, 2016, 09:27:57 AM
Oof, without context, I'm not able to pitch in much.
What are you modifying?
A building like a vitals monitor?
What are you modifying?
A building like a vitals monitor?
#58
Mods / Re: More Mechanoids
September 20, 2016, 08:33:38 AM
Related to the topic: Orion's More Mechanoids https://ludeon.com/forums/index.php?topic=9221.0
Orion is active and has other mods updated to A15, so it's worth a shot poking him to see if he will update his More Mechanoids mod, if there is interest.
I absolutely love variety like that. As long as it fits vanilla and it feels balanced, I'm all for it!
(What I don't like is a bazillion mods all adding their own workbenches and their own resources - it saturates the map and makes it feel.. absurd.)
Orion is active and has other mods updated to A15, so it's worth a shot poking him to see if he will update his More Mechanoids mod, if there is interest.
I absolutely love variety like that. As long as it fits vanilla and it feels balanced, I'm all for it!
(What I don't like is a bazillion mods all adding their own workbenches and their own resources - it saturates the map and makes it feel.. absurd.)
#59
Mods / Re: Vanilla Friendly Animals (Taking suggestions and stuffs.)
September 20, 2016, 08:27:25 AMQuote from: skullywag on September 03, 2016, 04:03:49 AMI imagine you're stumped with work. Any sight on the release of this one?Quote from: kebab4you on August 29, 2016, 08:51:35 AMQuote from: skullywag on August 08, 2016, 06:24:59 AM
im working on my other mods that are utterly broken right now (A14 was not nice to me), this is coming soon, honest. Its mostly there.
Was it the switch to Unity 5 that caused such huge issues with updating your mods from A13->A14?
No it was some things Tynan added that had to be detoured for my mods to continue to work, this involved iterators and therefore obsfucated code so I had to look at the crap ilspy spat out and try to work out what was actually written, the equivelant of code brain surgery. Some of the guys are good at it, im still learning.
I am gonna get this out, I just have to find time and hope A15 hasnt added anymore complexities, just waiting for it to stabilise, the hashset issue has been fixed now so modding can resume, before 15c modding of any complex kind was nearly impossible.
Do you need some support with something? I'm sure there's plenty of people willing to pitch in, my self included.
#60
Mods / Re: [WIP] Beasts of the Rim
September 20, 2016, 08:23:36 AM
I think these creatures fit the RimWorld setting of "everything is a descendant of Earth, bio-engineered or not" very well!
That first screenshot, that's the Bardelot?
That first screenshot, that's the Bardelot?