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Messages - Xeewon

#16
Help / Re: [Solved] Black screen help
April 09, 2014, 04:43:39 PM
Thanks! Appreciate your reply. Love this forum and community!!
#17
Help / Re: Black screen help
April 09, 2014, 04:30:21 PM
Fixed!

Poured over my recipe files and found out there was some missing lines in the <ingredients></ingredients> tag
#18
Help / [Solved] Black screen help
April 09, 2014, 03:56:57 PM
Hello all :)

I started into the modded scene and everything was going well. Then I added a few recipes and all the files needed for them. and now when I load up the game with the mod selected in modconfig, all I get is a black screen that I must alt-tab out of.

the output log produces this.

NullReferenceException: Object reference not set to an instance of an object
  at ThingFilter.SetAllow (System.String categoryName, Boolean allow) [0x00000] in <filename unknown>:0

  at ThingFilter.ResolveReferences () [0x00000] in <filename unknown>:0

  at IngredientAmount.ResolveReferences () [0x00000] in <filename unknown>:0

  at RecipeDef.ResolveReferences () [0x00000] in <filename unknown>:0

  at DefDatabaseHelper.FinalizeDefs[RecipeDef] (IEnumerable`1 defs) [0x00000] in <filename unknown>:0

  at DefDatabase`1[RecipeDef].FinalizeLoad () [0x00000] in <filename unknown>:0

  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)

  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0

  at GenGeneric.InvokeMethodOnGenericType (System.Type genericBase, System.Type genericParam, System.String methodName) [0x00000] in <filename unknown>:0

  at PlayDataMaster.LoadAllPlayData () [0x00000] in <filename unknown>:0

  at RootRoot.Start () [0x00000] in <filename unknown>:0


Any help would be appreciated!!
#19
Help / Re: Recipes?
April 08, 2014, 12:47:23 PM
Ahhh, that makes sense :D thanks for all your help!!
#20
Help / Re: Recipes?
April 08, 2014, 12:32:35 PM
Not sure I know what you mean there.

I've seen a custom thing added to the overview tab, smoking meat from the campfire mod, yet it is linked to their cooking skill. is it possible to make something like that linked to a custom skill set, as an example, having smoking linked to smoking, instead of cooking.
#21
Help / Re: Recipes?
April 08, 2014, 11:48:34 AM
So the type of work there is what shows up in the overview tab?
meaning it has to be linked to an already existing trait like social, crafting, artistic etc?
just trying to find out what my limitations are for all of this. thanks again!
#22
Help / Re: Recipes?
April 08, 2014, 11:23:33 AM
Thank you!
But.. what is WorkTypeDef needed for?
#23
Help / Recipes?
April 08, 2014, 11:07:43 AM
Hello all!

I've been making some recipes and so far all have worked, but when I made this one, They wont do it. I can select it in bills, It has all the resources it needs in range, it has the WorkGiverDef. but no colonist will craft it, I can't even prioritize them to craft it. any help!?

<RecipeDef>
<defName>PackPotatoCrate</defName>
<label>Pack a Crate of potatoes</label>
<description>Packs a wooden crate of potatoes.</description>
<jobString>Packing a crate of potatoes.</jobString>
<workAmount>500</workAmount>
<workTimeSkillNeed>PackingTime</workTimeSkillNeed>
<efficiencySkillNeed>PackingEfficiency</efficiencySkillNeed>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Crate</li>
</thingDefs>
</filter>
<count>1</count>
</li>
<li>
<filter>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</filter>
<count>500</count>
</li>
</ingredients>
<products>
<li>
<thingDef>PotatoCrate</thingDef>
<count>1</count>
</li>
</products>
<parentIngredientFilter>
<thingDefs>
<li>Crate</li>
</thingDefs>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</parentIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>Crate</li>
</thingDefs>
<thingDefs>
<li>RawPotatoes</li>
</thingDefs>
</defaultIngredientFilter>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>3</minLevel>
</li>
</skillRequirements>
</RecipeDef>


Sitting here writing my mod files and I come to the part of adding recipes to my bench, I understand you need the workgiverdef or something like that. Just not sure how those xml files work, I can't seem to find much information on those ones and would appreciate any clarification you can give.
#24
Help / Re: Texturer needed
April 08, 2014, 10:08:57 AM
Edited the op, Thanks :)
#25
Help / Texturer needed
April 08, 2014, 12:42:08 AM
Hello all!

Getting into the modding scene here with a lot of my work already done, I find myself in need of textures. I lack the talent to make any sort of decent looking art so I look to the forum community for help.

Originally the mod started as a way for me to have a sort of "end game goal" in rimworld, hooking together rimworld and FTl: Faster than light. I wanted to code a mod that allowed me to build the ftl starships. I am using those as place holder textures but the quality is horrible for how big I want the ships to be. as right now the placeholder ship is 35*21 in game tiles to give you an idea of how big the ships are. this is completely voluntary work as I can not pay anyone. so anyone who wants to give making a ship a try would be awesome and will be given credit for texture work as long as the texture is used and can be used in the large scale. if anyone wants to try making the smaller textures I can post a list.

This is the placeholder I am using from FTL


-Xee