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Messages - omatkoicorko

#31
Mods / Re: [request] Witcher armor
January 30, 2019, 04:45:59 PM
Quote from: Canute on January 30, 2019, 03:20:25 PM
I would say, get your pencil and draw some textures for it.
After you create the textures, you find someone who can made an armour out of it, which is an pretty easy task.
im talking about textures, i can easily code xml and c++ if needed, but im shit when it comes to textures. otehrwise i wouldnt even bother and waste someones time. thats why this is called a request.
#32
Mods / Re: [request] Witcher armor
January 30, 2019, 12:55:15 PM
anyone?
#34
Quote from: Canute on January 29, 2019, 04:14:01 AM
Hi,
looks like the storyteller want to create a Trade Request but can't add addional random item's.

Look's like one of the mod's you use got bad defined items.
You can try to remove that Incident from you safegame.
Backup your safegame.
Open the safegame with a texteditor
search for <queuedIncidents> 2 times.
Then you see a list of future Incidents.
Just delete the one with Trade Request from <li> to </li>.

But that don't help you on the next one.
You should clear up your modlist, that they don't create error's when Rimworld loading.

thanks a lot! i will do as you say
#35
Mods / [request] Witcher armor
January 28, 2019, 06:26:44 PM
hi,

im really bad in such art, so i have to ask better then me in that. could someone make Ursine armor from witcher 3?

regards.
#36
hi, so i dont know where to start to resolve that issue, maybe someone knows what it is about? it happened after incident (help needed)

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PlayerItemAccessibilityUtility.CacheAccessibleThings (Int32 nearTile) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.Accessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.PossiblyAccessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__0 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__1 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[ThingDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[ThingDef] (IEnumerable`1 source, Verse.ThingDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryFindRandomRequestedThingDef (Verse.Map map, Verse.ThingDef& thingDef, System.Int32& count) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryGenerateTradeRequest (RimWorld.Planet.TradeRequestComp target, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#37
hi, so i dont know where to start to resolve that issue, maybe someone knows what it is about? it happened after incident (help needed)

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PlayerItemAccessibilityUtility.CacheAccessibleThings (Int32 nearTile) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.Accessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.PlayerItemAccessibilityUtility.PossiblyAccessible (Verse.ThingDef thing, Int32 count, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__0 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest+<TryFindRandomRequestedThingDef>c__AnonStorey1.<>m__1 (Verse.ThingDef td) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[ThingDef] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.GenCollection.TryRandomElement[ThingDef] (IEnumerable`1 source, Verse.ThingDef& result) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryFindRandomRequestedThingDef (Verse.Map map, Verse.ThingDef& thingDef, System.Int32& count) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryGenerateTradeRequest (RimWorld.Planet.TradeRequestComp target, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_QuestTradeRequest.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#38
Releases / Re: [1.0] A RimWorld of Magic
January 28, 2019, 05:39:55 AM
hi,

i can find how to upgrade rank of pawn, from lowest bladedancer (bladesman?) to legendary one... same for ranger... anyone?

regards
#39
Mods / Re: [Megathread] Mod Updates and more!
December 30, 2018, 09:14:43 AM
wow, i was looking for such thing!

no-one is going to update it, its is already abandoned mod, creator if it do not answer any questions about it.
could you try update this mod? its essential when it comes to play medieval mods and game itself!

https://ludeon.com/forums/index.php?topic=41403.msg408083#msg408083

best wishes
#40
Mods / Re: [MOD REQUEST] LOW - Medieval Tech
December 30, 2018, 09:09:17 AM
Quote from: Canute on December 29, 2018, 08:39:59 AM
Put your request at
https://ludeon.com/forums/index.php?topic=46912.0
and don't forget a link to the B18 mod download, so he can get it.
thanks!
#41
Mods / [MOD REQUEST] LOW - Medieval Tech
December 29, 2018, 08:12:50 AM
hi,

there is LOW TECH mod but works only for A18, no-one is going to update it. and it was the best mod when it comes to play with Medieval mod. it disabled higher than medieval techs, moved things from industrial tech if something could fit lower era. disabled sieges and all higher tech for pirates and other pawns on created world.

but without it there is no point to play any medieval game... so we need it! :0
#42
Releases / Re: [1.0] Cargo Pod Transport
November 28, 2018, 06:54:58 AM
i would change a graphic for this pod, something that would not look like a tram
#43
are you going to release solar flare shield for steam?
#44
Quote from: drakulux on October 22, 2018, 02:54:32 PM
Dang Mrofa why..... I cant play without this and psychology
yup the best clutter i have seen in Rimworld, still waiting for this mod till i start new game in 1.0
#45
hi,

tried to change a little bit a utility wall, as it cost way to much, but there is no section for wall in ThingDefs, only fences...

where i can change cost of walls ?