I have been having a lot of traders getting attacked while in my base by wild animals. Almost every visitor I have had in my last 3 maps have been mauled or killed by at least 3 animals at a time. And the animals go out of their way to cross the map to get to the visitors. Is there something in Hospitality that might cause this?
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#17
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
February 02, 2017, 03:19:46 AM
Tamma, I noticed that none of the animals are set up to be usable in caravans. You can make them so by adding the <packAnimal>true</packAnimal> tag with the <race> area. They will need a Pack image to go with the regular ones. Uses the same name as the normal textures but with namePack_front. Hope that helps. If you already figured this out, I hope it helps someone else.
#18
Releases / Re: [A12-16][MODLIST] Fluffy's Mods | NEW MOD! STUFFED FLOORS!
February 01, 2017, 08:19:30 AM
Loving stuffed floors so far. It makes my base looks so much better.
#19
Outdated / Re: [A16] Juniper Razorback 1.0
February 01, 2017, 08:15:38 AM
They seem to spawn fine for me, no errors once I am in the game. I am not sure why that error shows up for me. It appears for a few different mods that add creatures. It seems to have something to do with the abstracts.
Also, I am not sure if the eggs were showing up in the game. At least I never saw any while playing the last few hours. Might have just not gotten a female, I don't recall.
Also, I am not sure if the eggs were showing up in the game. At least I never saw any while playing the last few hours. Might have just not gotten a female, I don't recall.
#20
Outdated / Re: [A16] Juniper Razorback 1.0
February 01, 2017, 05:15:11 AM
Is this supposed to be a creature or a playable race?
I get this error on load:
I get this error on load:
Code Select
XML error: Could not register node named "BasePawn" in mod Juniper Razorback 1.0 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()
#21
Outdated / Re: [A16] Project Fallout v1.4
January 30, 2017, 05:00:42 PM
I threw together some very basic packs for your Brahmin, just have to put them in the right place and add the pack animal tag and they should work. They are simple packs, so they are not the best looking, but it would let the Brahmin do some travelling.
[attachment deleted by admin due to age]
[attachment deleted by admin due to age]
#22
Outdated / Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
January 27, 2017, 07:32:47 PM
Should be fixed now, let me know if there are any problems or ways I can try to improve this.
#23
Outdated / Re: [A12] RimBeast(v0.121): Another hive (22/09/15) *Hot fix
January 26, 2017, 11:15:20 PM
Made a quick update for this as a personal project. (And by quick I mean 24 hours of trying to get a clue.)
I'll add it here for the time being. If anyone objects I can remove it later.
The only thing I could not get working really well was the ThinkTree. If anyone has pointers for that I would gladly take them.
: My update version :
I'll add it here for the time being. If anyone objects I can remove it later.
The only thing I could not get working really well was the ThinkTree. If anyone has pointers for that I would gladly take them.
: My update version :
#24
Unfinished / Re: Hydro's Animals
January 25, 2017, 01:22:47 AM
Both RimBeasts and Nightlings have not been updated in a couple Alphas.
I have been trying my hand at reviving Rimbeasts, unofficially, but I keep getting errors, Nightlings I have updated already.
Also, the Unfinished mod Alpha Creatures works more or less on A16, just some of the critters have lost their ability to shot things it would seem. But that's just what I heard.
I have been trying my hand at reviving Rimbeasts, unofficially, but I keep getting errors, Nightlings I have updated already.
Also, the Unfinished mod Alpha Creatures works more or less on A16, just some of the critters have lost their ability to shot things it would seem. But that's just what I heard.
#25
Unfinished / Re: prehistoric mammals revived... where are the others?
January 25, 2017, 01:14:13 AM
I would like to see Cave Bears, Jerboas, Glyptodons, Thylacines, Hyenadons, and maybe a few birds.
#26
Releases / Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
January 24, 2017, 12:25:56 PM
I just realized that. Must not have been paying very good attention. Whoops. Thank you.
#27
Releases / Re: [A16] Clutter ("Slow but steady... still" January 23, 2017)
January 24, 2017, 12:00:30 PM
Clutter Misc is saying wrong version.
#28
Releases / Re: [A16] Clutter ("Slow but steady" January 19, 2017)
January 23, 2017, 06:14:13 AM
How do you lock the doors?
It tells me they are unlocked, but thats all.
It tells me they are unlocked, but thats all.
#29
Outdated / Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
January 22, 2017, 04:13:26 PMQuote from: Thirite on January 22, 2017, 02:09:38 PM
I made a post about it a while back:Quote from: Thirite on January 12, 2017, 02:21:55 PM
Not sure if this is the right topic, but using the new xml field packAnimal will make the PawnRenderer class look for *Pack_*.png textures in the same directory as the pawn's textures and let that animal be used for hauling stuff in a caravan. Their carry weight seems to be based on body size.
eg: HorsePack_side.png holds a texture of a saddlebag that will overlay the Horse_side.png texture.
Feel free to take a look at my mod files for an example.
I have been looking through them and I think that I was mistaken by the error I was getting as now I am getting it from a creature that is not a pack animal also. Just some odd texture shenanigans it seems.
Love the textures for your packs and animals, very nicely done.
#30
Outdated / Re: [A16 / A15] Taiga Creatures - upd(2017/jan/12)
January 22, 2017, 05:54:48 AM
Any pointers on adding the pack ability to creatures? I have been getting errors out the rear end all day due to trying my hand at it.