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Messages - Austintrollinski

#1
Outdated / Re: [B18]Pathogen Mod
January 18, 2018, 01:33:41 PM
 ;D
#2
Help / how do i make a gun mod
September 22, 2017, 05:57:08 PM
i want to make a gun mod for a faction am going to make but am not sure where to start and this is my first attempted to make a gun
#3
i want the animal to produce gold and am still new to modding
#4
Help / how to you make animals produce the items you want
September 20, 2017, 10:35:23 PM
i need help to make animals produce an item i want them to dose someone know to do that and can to tell me how
#5
Help / Re: need help textrue error
September 20, 2017, 10:08:40 PM
I Found our what i did worng
#6
Help / need help textrue error
September 20, 2017, 06:29:53 PM
i have just started modding and am having a problem with getting the textures to work i dont know what am doing wrong


Failed to find any texture while constructing Multi(initPath=Things/Pawn/Animal/Goldoren, color=RGBA(0.690, 0.588, 0.416, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.PawnGraphicSet:ResolveAllGraphics()
Verse.Pawn_AgeTracker:<RecalculateLifeStageIndex>m__8F1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
Verse.Pawn_AgeTracker:RecalculateLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageIndex()
Verse.Pawn_AgeTracker:get_CurLifeStageRace()
Verse.Pawn_AgeTracker:get_CurLifeStage()
Verse.Pawn:get_BodySize()
RimWorld.Need_Food:get_MaxLevel()
RimWorld.Need:set_CurLevelPercentage(Single)
RimWorld.Need_Food:SetInitialLevel()
RimWorld.Need:.ctor(Pawn)
RimWorld.Need_Food:.ctor(Pawn)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
RimWorld.Pawn_NeedsTracker:AddNeed(NeedDef)
RimWorld.Pawn_NeedsTracker:AddOrRemoveNeedsAsAppropriate()
RimWorld.Pawn_NeedsTracker:.ctor(Pawn)
RimWorld.PawnComponentsUtility:CreateInitialComponents(Pawn)
Verse.PawnGenerator:TryGenerateNewNakedPawn(PawnGenerationRequest&, String&, Boolean)
Verse.PawnGenerator:GenerateNewNakedPawn(PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawn(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
Verse.<DoListingItems_MapTools>c__AnonStorey5BB:<>m__B5D()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()



<Defs>

<ThingDef ParentName="AnimalThingBase">
    <defName>Goldoren</defName>
    <label>goldoren</label>
    <description>NA.</description>
    <statBases>
      <MoveSpeed>1.15</MoveSpeed>
      <ComfyTemperatureMin>-15</ComfyTemperatureMin>
      <MarketValue>3000</MarketValue>
    </statBases>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <defaultCooldownTime>1.65</defaultCooldownTime>
        <meleeDamageBaseAmount>9</meleeDamageBaseAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
        <linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
      </li>
    </verbs>
    <race>
      <body>QuadrupedAnimalWithHoovesAndHump</body>
      <deathActionWorkerClass>DeathActionWorker_BigExplosion</deathActionWorkerClass>
      <executionRange>6</executionRange>
      <herdAnimal>true</herdAnimal>
      <baseBodySize>1.5</baseBodySize>
      <baseHungerRate>1</baseHungerRate>
      <baseHealthScale>0.65</baseHealthScale>
      <foodType>VegetarianRoughAnimal</foodType>
      <leatherColor>(176,150,106)</leatherColor>
      <leatherInsulation>0.9</leatherInsulation>
      <wildness>0.6</wildness>
      <canBePredatorPrey>false</canBePredatorPrey>
      <gestationPeriodDays>30</gestationPeriodDays>
      <lifeExpectancy>15</lifeExpectancy>
      <lifeStageAges>
        <li>
          <def>AnimalBaby</def>
          <minAge>0</minAge>
        </li>
        <li>
          <def>AnimalJuvenile</def>
          <minAge>0.2</minAge>
        </li>
        <li>
          <def>AnimalAdult</def>
          <minAge>0.5</minAge>
          <soundWounded>Pawn_Muffalo_Wounded</soundWounded>
          <soundDeath>Pawn_Muffalo_Death</soundDeath>
          <soundCall>Pawn_Muffalo_Call</soundCall>
          <soundAngry>Pawn_Muffalo_Angry</soundAngry>
        </li>
      </lifeStageAges>
      <soundMeleeHitPawn>Pawn_Melee_BigBash_HitPawn</soundMeleeHitPawn>
      <soundMeleeHitBuilding>Pawn_Melee_BigBash_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_BigBash_Miss</soundMeleeMiss>
    </race>
    <tradeTags>
      <li>StandardAnimal</li>
      <li>BadassAnimal</li>
    </tradeTags>
  </ThingDef>
 
  <PawnKindDef ParentName="AnimalKindBase">
    <defName>Goldoren</defName>
    <label>goldoren</label>
    <race>Goldoren</race>
    <combatPower>95</combatPower>
    <wildSpawn_spawnWild>true</wildSpawn_spawnWild>
    <wildSpawn_EcoSystemWeight>0.75</wildSpawn_EcoSystemWeight>
    <wildSpawn_GroupSizeRange>
      <min>3</min>
      <max>6</max>
    </wildSpawn_GroupSizeRange>
    <lifeStages>
      <li>
        <label>goldoren calf</label>
        <labelPlural>goldoren calves</labelPlural>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Goldoren/Goldoren</texPath>
          <color>(176,150,106)</color>
          <drawSize>1.0</drawSize>
          <shaderType>CutoutComplex</shaderType>
          <shadowData>
            <volume>(0.4, 0.3, 0.3)</volume>
            <offset>(0,0,-0.2)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Dessicated/CritterDessicatedMedium</texPath>
          <drawSize>1.3</drawSize>
        </dessicatedBodyGraphicData>
      </li>
      <li>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Goldoren/Goldoren</texPath>
          <color>(176,150,106)</color>
          <drawSize>1.5</drawSize>
          <shaderType>CutoutComplex</shaderType>
          <shadowData>
            <volume>(0.6, 0.45, 0.45)</volume>
            <offset>(0,0,-0.25)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Dessicated/CritterDessicatedMedium</texPath>
          <drawSize>2</drawSize>
        </dessicatedBodyGraphicData>
      </li>
      <li>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Goldoren/Goldoren</texPath>
          <color>(176,150,106)</color>
          <drawSize>2.0</drawSize>
          <shaderType>CutoutComplex</shaderType>
          <shadowData>
            <volume>(0.8, 0.6, 0.6)</volume>
            <offset>(0,0,-0.3)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Dessicated/CritterDessicatedMedium</texPath>
          <drawSize>2.5</drawSize>
        </dessicatedBodyGraphicData>
#7
The Ce link dose not work
#8
Outdated / Re: [A17] The Ghillie Suit
July 27, 2017, 09:36:11 AM
dose it work with Combat extended
#9
will this mod have a combat Extended patch
#10
Mods / [Mod Idea] anit drop pods
July 26, 2017, 02:33:41 PM
there need to be a mod to add a AA turret or something like that to shoot down raiders drop pods if they try to land on your base and only a few drop pods that try and land in your base can make it so instead of 10 that land its 4 that make it. the AA should be able to at lest destroy 6 drop pods so if you had 2 AA turrets it be 12 destroyed drop pods so it be useful in big raids using drop pods
#11
Releases / Re: [A16] More Monstergirls
July 05, 2017, 05:46:54 AM
when is a17 version of this mod going to come out
#12
will there be a patch to not let raiders use the drop ships
#13
Mods / Re: mod idea army vehicle
June 06, 2017, 05:22:41 PM
you cant use glitter world tanks
#14
Mods / mod idea army vehicle
June 05, 2017, 01:14:02 PM
the one thing i find rimworld lacking is method of transportation and defense for caravans so here they are transport truck people or stuff, tank used as a defense or attack, motor truck used as siege or defense.  also a way to help get rid of unwanted raiders hellfire missiles you can use to target there camps
#15
Mods / mod idea clone repost
June 05, 2017, 09:44:56 AM
a year or so i posted a mod idea about cloning so here is

ever get tired of reloading to try to save a pawn when a huge raid happens you need a cloning mod to clone your pawns but there is a down side.
1. if there sick the clone will be sick
2. there stats will transfer as well as age' (stats will have a small penalty)
3. to clone an army you will need a pod or something to grow the clones
4. clone limbs and organs
5. if there is a relationship between to pawns and one dies and get cloned will be different
6. 3 new traits will be clone and believes to be a clone (they believe that there just a clone and dose not mater if they die) and Anti-clones they hate clones and are more likely to attack clones