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Messages - kaptain_kavern

#1951
I seems to have a problem using GourmetGarden.

Have that for pizza and bread. are they supposed to be made of rice (or whatever, i've seen a few : corn, etc)
And it stay unfinished. The colonist will eventually get it, try to work on it and put it down right after.
Any clue plz?
#1952
Mods / Re: How to do the dropbox download thing
July 07, 2015, 10:55:50 PM
It's indeed done with the "share" button. Should give you the link after that.

https://www.dropbox.com/help/167
#1953
This centipede is gonna be my desktop wallpaper the time this thread throw me something else.
You guys are amazing with drawing ;)
#1954
Have you tried menu>interface option>color code passion in manual priority?
#1955
Thx senpai ;)

Now all is clear for me
#1956
For the edb part i found info in that thread : https://ludeon.com/forums/index.php?topic=13593.msg144152#msg144152

If it can help


Edit : I just realized i point you to one of your post  [K_K] sry
But i recall reading that for items to be shown in EDB they have to be in a trader "store" but : I can't find where it was and i don't know how to make items appears in trader screen ...
#1957
Quote from: Havan_IronOak on July 07, 2015, 11:23:31 AM
1) I opened a File Explorer window with C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config in it
2) I tried hitting + and then R and got a lovely tone but no action.
3) I opened a command prompt window using the mouse by clicking on File in the action bar and then on open command prompt
4) I tried typing "%APPDATA%\..\LocalLow"   I then hit enter and got an error message.

Can you explain what you were saying a bit?
Any reason why I can't just locate "ModsConfig.xml" in C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld\Config and copy yours over it? Or better yet...
1) Copy the mods in your archive into the \mod directory
2) just delete C:\Users\your user name\AppData\LocalLow\Ludeon Studios\RimWorld
3) activate the mods in the game?

What he was saying is to use "windows button" + "R"  in fact ;)



And there reason for you to put the "ModsConfig.xml" instead of yours ==> It's just for the mod load in the correct order


Now you can locate "ModsConfig.xml" in your appdata the way you wan't (or feel comfortable too) as long as you effectively replace it with one provide for the pack. Even in full prompt Dos mod ;)

Hope it clarify things a bit for you
#1958
Outdated / Re: [A10] Seeds Please! (V1.1)
July 06, 2015, 11:57:59 PM
Quote from: dismar on July 06, 2015, 11:50:25 PM
updated a version of my mod that uses the seeds please mod! Can find it on my page. Thanks again for updating this!
Neat! going to dl that ASAP ^^
#1959
Help / Re: Turrets taking from modified hoppers.
July 06, 2015, 07:08:55 PM
I found that : https://ludeon.com/forums/index.php?topic=8228.0
and in that old mod i found that :   <ThingDef ParentName="BuildingBase">
    <defName>AutoLoader</defName>
    <eType>BuildingComplex</eType>
    <label>AutoLoader</label>
    <thingClass>Building_Storage</thingClass>
    <graphicPath>Things/Building/AutoLoader</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>Impassable</passability>
    <building>
<fixedStorageSettings>
        <priority>Important</priority>
        <allowances>
          <categories>
            <li>Ammo</li>
          </categories>
        </allowances>
      </fixedStorageSettings>
      <defaultStorageSettings>
        <priority>Important</priority>
        <allowances>
          <exceptedCategories>
            <li>Ammo</li>
          </exceptedCategories>         
        </allowances>
      </defaultStorageSettings>  
    </building>
    <inspectorTabs>
      <li>ITab_Storage</li>
    </inspectorTabs>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <statBases>
      <WorkToMake>450</WorkToMake>
      <MaxHealth>50</MaxHealth>
      <Flammability>1.0</Flammability>
    </statBases>
    <description>Holds Ammunition for use with Turrets.</description>
    <costList>
      <Steel>10</Steel>
    </costList>
    <tickerType>Never</tickerType>
    <rotatable>true</rotatable>
    <neverMultiSelect>true</neverMultiSelect>
    <killedLeavings>
      <ChunkSlag>1</ChunkSlag>
    </killedLeavings>
    <filthLeavings>
      <SlagRubble>2</SlagRubble>
    </filthLeavings>
    <designationCategory>Security</designationCategory>
    <staticSunShadowHeight>0.3</staticSunShadowHeight>
    <itemSurface>true</itemSurface>
    <placeWorkers>
      <li>PlaceWorker_NextToHopperAccepter</li>
    </placeWorkers>
    <constructEffect>ConstructMetal</constructEffect>   
  </ThingDef>
#1960
Man i love your mods. Just so you know ;)
#1961
Outdated / Re: [A11] Extended Woodworking v1.17
July 06, 2015, 04:41:51 PM
Look at veg garden for that. I use GourmetGarden (just under), a mod that work wih it to add more recipes
#1962
Help / Re: Changing Hoppers Accepted Items HELP!
July 06, 2015, 04:38:20 PM
Turrets needing ammo it's something I already saw in old mods. Look for older mod with that feature and check their code to learn. I'm not an expert myself and that's how I do for now. ;-)
#1963
Help / Re: Changing Hoppers Accepted Items HELP!
July 06, 2015, 04:36:12 PM
Hoppers required  >>    <wantsHopperAdjacent>true</wantsHopperAdjacent>

And i think it's that for the hopper accepted items  >> <fixedStorageSettings>
        <priority>Important</priority>
        <filter>
          <categories>
            <li>FoodRaw</li>
          </categories>
        </filter>
      </fixedStorageSettings>
#1964
Plasteel and uranium one's have code set up to not start electrical fire
#1965
Maybe you got the wrong version installed. If I recall right, zombies were in the 1.7 no?