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Messages - Reviire

#91
Help / Re: Modding in a specific outfit to the game
August 05, 2016, 05:45:49 AM
Quote from: thepandapuncher on August 05, 2016, 05:34:21 AM
Thanks for responding folks.

I had considered the faction side of things but had it in my mind that initially this mod would be super simple and small in scope so I could have a more natural Star Trek scenario. I will have a look at the faction side of things today if I get the chance and see where I get with it.

The thing that still puzzles me though and apologies if this is a 'noobish' question but in the raw resources Tynan has provided, there is of course a front, side and back view for each apparel item but I have never seen that referenced anywhere. Maybe I am looking in the wrong place.
My understanding of it is that under <graphicData> you have <graphicClass>, which can be either single or multi.
<graphicData>
      <texPath>Things/Building/Nest</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <drawSize>(3,1)</drawSize>
    </graphicData>

If it's multi, in this case, it'll use the textures called Nest_Front, Nest_Back and Nest_Side. I assume apparel works the exact same way. I checked, and I think it's multi graphic by default, because of this. <worngraphicPath>Things/Pawn/Humanlike/Apparel/Jacket/Jacket</worngraphicPath>
#92
Help / What does this xml tag do?
August 05, 2016, 02:24:55 AM
Not much, but i can't figure out what <specialDisplayRadius>40</specialDisplayRadius> does. Is it the range of a turret? I think it might be, just making sure. Also when i set it to values above 50 or so, it causes an error, I don't remember what it was though, i can go find out if anyone needs me to though.
#93
Quote from: Tynan on August 03, 2016, 11:53:08 AM
Awesome to see this coming back. Thanks skyark!
You should totally just add this to the base game.

EDIT: Can someone tell me what this    <specialDisplayRadius>40</specialDisplayRadius> does?
#94
Off-Topic / Re: Lan Party for 6 People
August 05, 2016, 01:48:54 AM
Risk of Rain. Config files can be edited, players default at 4 but can be increased to 255 iirc.
#95
Ideas / Re: Increase ram allocated too Rimworld?
August 05, 2016, 01:36:57 AM
Are you on a 32bit or a 64bit OS? I don't think Rimword has a set limit of RAM usage with 64 bit, it just uses it as it needs it. Are sure it's definitely running out of ram?
#96
I don't think so, so why don't you test it out?
#97
Quote from: Goldenpotatoes on August 04, 2016, 10:52:48 PM
I too have wanted the ability to mine alien gas and use it to produce cheese nectar from various plants.
Indeed
#98
Change to categories, the option is in the bottom right of the screen. Alternatively, get a bigger screen.
#99
<graphicData>
      <color>(255,255,255)</color>
    </graphicData>

That should be what you need, I think.
#100
Quote from: CannibarRechter on August 04, 2016, 09:54:24 PM
Yeah, I was aware you can toggle off. That might work, but it's a bit of a risk. I'm adding pickles to the game. They will be considered a vegetable after being made. But they are made fro vegetables. That's a loop...

I could enumerate the thingdefs for ingredients, but I'd rather use the categories method. It's the latter which had the problem
I don't think it's possible, sorry. But my experience with Rimworld xmls and modding in general only came about 3 days ago, so i might be terribly wrong.
#101
Quote from: skullywag on August 04, 2016, 09:43:35 AM
You have piqued my interest.....I reckon you could tie the graphic data to the compQuality result.....
That would require some stuff in C# wouldn't it?
#102
Bugs / Re: Please help (ancient cryopod glitch?)
August 04, 2016, 09:51:45 PM
Oh, well, uhm, rip. To be totally honest I only have a vague idea of what I'm supposed to do to help you, but no one who actually knows what they're doing has come around yet, I tried, that's what counts.
#103
Yes? I'm just guessing but I think this is the way to do it. In Mods\Core\Defs\RecipeDefs you'll find Recipe_Meals.xml, there should be something like <ingredients>
      <li>
        <filter>
          <categories>
            <li>FoodRaw</li>
          </categories>
        </filter>
        <count>0.5</count>
      </li>
    </ingredients>

You'll want to change that to something like
<filter>
          <thingDefs>
            <li>SpecificIngredientDef</li>
          </thingDefs>
        </filter>

and only include the ones you want, while excluding what you don't want. I'll tell you if there's a better way if i find out. Otherwise, I think you can only allow certain categories/things, and it'll ignore everything else.

EDIT: Only thing i can find is having certain things toggled off by default, which is only human meat, but it doesn't stop it from being toggled back on. Someone with more experience might be able to help more.
#104
Bugs / Re: Please help (ancient cryopod glitch?)
August 04, 2016, 09:41:05 PM
I mean it's a start, but I need the actual download link. I haven't used dropbox so idk where to find that.
#105
Help / Re: Modding in a specific outfit to the game
August 04, 2016, 09:35:31 PM
Wherever you have your startrek uniform defined, I think you'll want to remove these lines, or at least comment them out.

<colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>10</weight>
          <only>RGBA(0.33,0.33,0.33,1)</only>
        </li>
      </options>
    </colorGenerator>


Otherwise for starting out, I think starting clothing is determined by the player faction def in Factions_Player.xml, which should be somewhere around RimWorld\Mods\Core\Defs\FactionDefs although I guess you can overwrite it with your mod, I honestly have no idea how it works.