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Messages - Master Bucketsmith

#61
https://ludeon.com/forums/index.php?topic=20771.0
Herzblatt is in there.

Also, Verify Start is having issues?
#62
This concept has been suggested many times, yet no one has stepped forward saying it is possible and made a proof of concept.

On a side-note; it is exactly the type of travel I would like to see. No need to run the homebase in realtime, just keep it simple.
And it would allow resources to be spread over a larger area, forcing you to search them out. :)
#63
When you uninstalled, did you check if there were any remaining files?

Did you install the Misc. CORE mod and did you load it before(higher on the list than) Misc Incidents?

Could you provide a modlist?
#64
Violyte, that stuff is looking good! :)
(Based on what I see posted in the OP!)

Quote from: drakemasta on September 19, 2016, 10:06:09 AM
could you add insulated winter or arctic versions of the clothing?
Oooohh that's a good idea!
Hendrik, I think you can easily pull this off by having duplicates that only differ in the insulation values and cost/ingredients to make. :)
#65
Mods / Re: [WIP] Beasts of the Rim
September 19, 2016, 03:35:33 AM
Quote from: Hey my team rules! on September 19, 2016, 03:23:50 AM
Yes the one on the left is smaller because its a newborn. Thanks for the tip. I didn't know there was a screenshot mode.
I'm talking about this one;

The one on the left appears a lot larger. The legs appear thicker and longer and it's shell(?) seems higher up, slightly larger.
Are we talking about the same screenshot? Did you mean the right one? :D

How many animals you have in stock for the complete deal?
#66
Help / Re: Modding question for hats
September 19, 2016, 02:43:04 AM
Welcome! Glad to see you're interested in tinkering! :)
A simple piece of clothing should be an easy thing to start out with, though I've not modded clothing myself so I don't know if there's any catch.

Go to *\RimWorld\Mods\Core\Defs\ThingDefs_Misc and open Apparel_Hats.xml.
In there you'll see the XML ThingDefs that define the vanilla clothing by tags and values.
<defName>, <label> and <description> are what will tell you what it is.
Copy one of those to a new file, don't forget the encompassing tags;
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

    [your copy here]

</ThingDefs>

If you see <ThingDef ParentName="HatMakeableBase"> it will mean it requires the base def called HatMakeableBase.
Always make sure you've got those parents/base defs copied in your mod somewhere!

Toy around with what you'd like to change in there and see how it turns out in-game.
Use the dev-mode in RimWorld so you can easily spawn the items, and related workbenches to test if you can make them okay.

Come back here and ask questions on specific things if you can't figure it out!
#67
Help / Re: Help with milking job
September 19, 2016, 02:31:09 AM
Quote from: tiger33116 on September 16, 2016, 08:10:08 PM
...but you can't milk the pawn.
:o ;D ;D HAHAHAHAHA!
Oh man, that sounded funny. :D

Seeing how split pawns and animals are, code-wise, I wonder if it's possible at all. Some magic wumbo jumbo might be stopping it from working. I'm not sure though.
#68
Mods / Re: Mod Idea: Dune Mod
September 19, 2016, 02:22:36 AM
Someone made space spice, I believe.
#69
Mods / Re: [WIP] Beasts of the Rim
September 19, 2016, 02:21:59 AM
Oooohhhh that's looking interesting! :O

In number three, are the two actually a different size? The front facing one looks a lot larger than the side facing one, to me. :)

Side-note; if you press F11 you temporarily remove almost all of the HUD - it's specifically for screenshot making. F10 or F12 will then snap the screenshot. :)
#70
Outdated / Re: [A14] Community Core Library v0.14.3.1
September 18, 2016, 11:33:47 AM
Quote from: Zhentar on September 18, 2016, 01:25:20 AM
I don't know if the "access to Tynan" I keep hearing about obviates the need for this in the short term... but I stumbled across someone's code for decompiling Mono generated iterators. I merged it into a fork of the current ILSpy release and cleaned up a couple bugs. It almost perfectly decompiles all of the functions detoured by the CCL (just leaves in a couple compiler generated fields that are easily ignored). You can get it here: https://github.com/Zhentar/ILSpy/releases/tag/0.1
Thanks for that tool, Zhentar! :)
#71
Well, electricity is energy, so is magic, so they should be directly equatable! :)
The lore of this mod could state the magical benches that requires electricity have a special gizmo that transfers the electrical energy into magical energy.
#72
Quote from: RawCode on September 18, 2016, 03:09:23 AM
I just called my family orakul, sadly, he gone vacation till 2021, can you please provide game log?
Aw hey look it's RawCode being a dick, again.

What he's trying to say is; "Hey man, we could provide much better assistance if you provided us your output_log.txt file!"
#73
Mods / Re: [Mod Idea] Fertilizer
September 18, 2016, 10:15:17 AM
Fertilizer and tilled soil has been done in several mods that I can remember.
Are none updated to A15?
#74
Mods / Re: need help whith mods
September 18, 2016, 09:48:36 AM
Quote from: dave356515 on September 16, 2016, 10:04:22 PM
Mod EPOE 1.72 has incorrectly formatted target version 'Unknown'. For the current version, write: <targetVersion>0.14.1241</targetVersion>
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
this is for epoe
Ah yes, see. Double check to see if you have that EPOE installed properly, because it is most likely missing the About.xml in the right place.
#75
Mods / Re: More joy items ?
September 16, 2016, 04:32:11 AM
Quote from: Adventurer on September 15, 2016, 02:48:01 PM
The first one is actually updated to A15, you have to check the OP, link is at the top
Literally says:
Quote
Untested A15 versions (Currently testing before releasing - may be working, may have bugs)
That's not a proper update, so no, the mods are not updated to A15.
You can help him out with testing the prerelease versions, apparently. :)