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Topics - Project 06

#1
I have several custom floors I've added into the game. However for some reason one specific floor keeps generating in place of ruins. For example, a Sandstone ruin may generate this floor in place of a normal sandstone floor. Back when I added these floors in Alpha 16, this issue was not present. This floor is derived from the vanilla stone flooring, but so are 5 other floors and I've yet to see these ones generate in a world. I tried changing the recipe(which was originally 2 of each stone brick) to a custom made item called Concrete, this item in place of the others for the recipe did stop the tile from generating.

Based on this I figured it was because the world started creating floor tiles based on floors using "stony" items for their recipes, but since I haven't seen the other 4 floors that used just one "stony" item I'm thinking this isn't the problem. I even tried adding new types of bricks that these floors exclusively use, this just instead makes the floor generate less often but it still appears.

Anyone have an idea as to why this floor keeps generating?
#2
Help / Question About a Graphic Class
May 09, 2018, 05:55:04 AM
What is the purpose of the "Graphic_Collection" class? It appears to not have a place in any Def in the base game so I'm curious what it was designed for. It might help me with something I'm trying to create.
#3
Ideas / More Apparel Layers
May 07, 2018, 04:57:16 PM
I discovered that while updating my old mod that some apparel layers were removed, I'm guessing because they weren't used by vanilla items so they were deemed unnecessary. However these extra apparel layers allowed modders such as myself to add new equipment without it interfering with vanilla or standard gear. I tried adding in new layers myself but that required rebuilding a new ThingDefs just for my mod, and wound up also requiring me to rebuild Pawns as well so I knew at that point it would be impractical if not impossible to do this. Just a few extra layers for modders to play with would be great.
#4
Help / Is It Possible To Add New Apparel Layers?
May 03, 2018, 07:47:21 AM
I noticed while updating my old mods that they removed the old apparel layer I used for jewelry, so now pawns can't wear these items without sacrificing the ability to wear normal clothing. I know the enumeration for the existing layers can't be changed, so I've been trying to create a huge work-around by creating an entirely new ThingDef with it's own set of layers. I'm wanting to know if this is actually possible or if I'm just running into a dead end. So far I've run into an error I can't resolve:

Failed to find PEMod.PEThingDef named SapphireRing. There are 0 defs of this type loaded.

I fixed the above error, however I now need this apparel to have a functioning tracker. Since this apparel is in an entirely new section from other items the vanilla tracker doesn't work for it. Currently working on creating a new one but it's pretty messy right now.
#5
Help / (RESOLVED)Resource For Updating Old Mods?
May 03, 2018, 04:19:13 AM
I have a mod that was last udpated back in Alpha 16(maybe has some A17 changes in it) and I'd like to know if there's any resources that show what definitions have changed. I'm getting alot of errors of nonexistent terms but it won't give me a reference as to what file is the source of the error. Knowing what terms were changed to though may help me find and fix them.
#6
Help / What Kinds Of Mods Are Needed?
February 17, 2017, 02:54:51 PM
All my modding I've done on Rimworld has been pretty much just simple content additions, but I'm curious if there things that people still want out of the modding community. The mod I've been working on is kind of adding a bit to parts of the game. I've added Guns, Turrets, Defensive Structures, Wine, Floors, Buildable Soil, Jewelery, Lower Tier Armor, Concrete, Gunpowder, and a Toggled Vent.

Essentially I'm asking if there's anything that these additions can be categorized in, that needs a mod to further enhance it. I know excellent gun and turret mods exist. I'd like to see your opinions and requests if you have any.
#7
I'd like to get back into modding Rimworld, however my mod I want to continue from is currently on  Alpha 15. I've already changed the target version number. Now i get the massive list of errors, it seems that the main issue is with definitions being renamed. I just want to know where to begin as this sounds like it's going to be a great pain updating the mod. Here is the error log: (THESE ERRORS HAVE BEEN FIXED)

Initialize engine version: 5.4.1f1 (649f48bbbf0f)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [aticfx32.dll 21.19.413.0]
    Renderer: AMD Radeon R9 200 Series
    Vendor:   ATI
    VRAM:     3072 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=1 ATOC=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in  0.080 seconds
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1080 59Hz; virtual: 1920x1080 at 0,0
<RI> Initialized touch support.

UnloadTime: 1.114367 ms
RimWorld 0.16.1393 rev536

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Non platform assembly: data-1687EAA8 (this message is harmless)
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin_Data/Mono/data-1687EAA8.dll
XML error: <Bed_HealTickInterval>2100</Bed_HealTickInterval> doesn't correspond to any field in type BuildingProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <turretBurstCooldownTicks>100</turretBurstCooldownTicks> doesn't correspond to any field in type BuildingProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <canMakeOnMapGen>false</canMakeOnMapGen> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <warmupTicks>60</warmupTicks> doesn't correspond to any field in type VerbProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <turretBurstCooldownTicks>400</turretBurstCooldownTicks> doesn't correspond to any field in type BuildingProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <canMakeOnMapGen>false</canMakeOnMapGen> doesn't correspond to any field in type ThingDef.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <warmupTicks>60</warmupTicks> doesn't correspond to any field in type VerbProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <warmupTicks>180</warmupTicks> doesn't correspond to any field in type VerbProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <warmupTicks>180</warmupTicks> doesn't correspond to any field in type VerbProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <warmupTicks>170</warmupTicks> doesn't correspond to any field in type VerbProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <warmupTicks>150</warmupTicks> doesn't correspond to any field in type VerbProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <shootsSeeds>false</shootsSeeds> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <shootsSeeds>false</shootsSeeds> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <shootsSeeds>false</shootsSeeds> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <shootsSeeds>false</shootsSeeds> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <shootsSeeds>false</shootsSeeds> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <shootsSeeds>false</shootsSeeds> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

XML error: <fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate> doesn't correspond to any field in type PlantProperties.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ArtilleryShell

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ArtilleryShell

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named ArtilleryShell found to give to Verse.ThingCountClass (1x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named MalariBlock found to give to Verse.ThingCountClass (1x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ResearchProjectDef named MalariBlockProduction found to give to Verse.RecipeDef CraftMalariBlock

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named MalariBlock found to give to Verse.ThingCountClass (5x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ResearchProjectDef named MalariBlockProduction found to give to Verse.RecipeDef CraftBulkMalariBlock

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.RecipeDef named MakeStoneBlocks

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ArtilleryShell

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ArtilleryShell

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named ArtilleryShell found to give to Verse.ThingCountClass (1x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named MalariBlock found to give to Verse.ThingCountClass (1x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ResearchProjectDef named MalariBlockProduction found to give to Verse.RecipeDef CraftMalariBlock

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named MalariBlock found to give to Verse.ThingCountClass (5x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ResearchProjectDef named MalariBlockProduction found to give to Verse.RecipeDef CraftBulkMalariBlock

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.RecipeDef named MakeStoneBlocks

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ArtilleryShell

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ArtilleryShell

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named ArtilleryShell found to give to Verse.ThingCountClass (1x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named MalariBlock found to give to Verse.ThingCountClass (1x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ResearchProjectDef named MalariBlockProduction found to give to Verse.RecipeDef CraftMalariBlock

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named MalariBlock found to give to Verse.ThingCountClass (5x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ResearchProjectDef named MalariBlockProduction found to give to Verse.RecipeDef CraftBulkMalariBlock

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.RecipeDef named MakeStoneBlocks

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ArtilleryShell

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.ThingDef named ArtilleryShell

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named ArtilleryShell found to give to Verse.ThingCountClass (1x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named MalariBlock found to give to Verse.ThingCountClass (1x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ResearchProjectDef named MalariBlockProduction found to give to Verse.RecipeDef CraftMalariBlock

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ThingDef named MalariBlock found to give to Verse.ThingCountClass (5x null)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference: No Verse.ResearchProjectDef named MalariBlockProduction found to give to Verse.RecipeDef CraftBulkMalariBlock

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not resolve cross-reference to Verse.RecipeDef named MakeStoneBlocks

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Building/Production/TableTailor, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Building/Production/TableTailor, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Building/Production/TableTailor, color=RGBA(0.500, 0.500, 1.000, 0.350), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Building/Production/TableTailor, color=RGBA(0.500, 0.500, 1.000, 0.350), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

#8
I want to add a new category to all raw plant produce in the game. However as far as I know the only way to modify vanilla game things is  to copy it, then add the small bit of information. It seems that this method might cause compatibility issues with other mods that modify vanilla things as well though.
#9
Help / How Do I Create New Doors?(SOLVED)
October 24, 2016, 10:09:38 PM
I'm trying to create new custom doors to accommodate some new walls I've made. However I can't get the doors to open slower.
#10
I've dont really know what these parts of class files do. They seem to be locked in ILSpy so i cant directly look at them, but they are referenced in class files. I'm just curious what they do and if they are really important. Ill show an example because why not.

[DebuggerHidden]
public override IEnumerable<Gizmo> GetGizmos()
{
Building_Door.<GetGizmos>c__Iterator115 <GetGizmos>c__Iterator = new Building_Door.<GetGizmos>c__Iterator115();
<GetGizmos>c__Iterator.<>f__this = this;
Building_Door.<GetGizmos>c__Iterator115 expr_0E = <GetGizmos>c__Iterator;
expr_0E.$PC = -2;
return expr_0E;
}
#11
Im curious if its possible to have a specific piece of apparel give a mood boost, i thought maybe the tattered clothing effect would be a good baseline to work off of but it doesnt specify apparel, and im not sure how to do that.
#12
I've been trying to create a new object based off of the Fermenting Barrel, but i've been having problem after problem trying to create "jobdriver" classes or at least trying to get them to work. Im not even sure if i have to create new ones. Im at a dead end and im just curious if im doing way more work than i need to for this.
#13
I created a new weapon based off of the grenade weapon and projectile. I created a new projectile graphic for this weapon, when i used it in-game to test balance and appearance, the projectile that gets thrown seems to be a extremely thinned version of the original graphic. The projectile image is about 19x24 pixels(this is a squared size but the actual image is similar in shape to a grenade), and the thrown projectile's texture looks more like 3x24. I thought maybe there was some random variance on the texture to maybe simulate a thrown angle, but this shrunken down texture is always the one shown. I tried just replacing the texture with the vanilla grenade texture, and it too was shrunk down. I dont know what can be causing this from the XML file. Ill quote the information for the projectile and weapon below:

  <ThingDef ParentName="BaseGrenadeProjectile">
    <defName>Proj_ShatterCharge</defName>
    <label>Shatter Charge</label>
    <thingClass>Projectile_Explosive</thingClass>
    <graphicData>
      <texPath>Things/Item/ShatterCharge</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <projectile>
      <explosionRadius >1.9</explosionRadius >
      <damageDef>ShatterCharge</damageDef>
      <damageAmountBase>25</damageAmountBase>
      <explosionDelay>250</explosionDelay>
      <speed>18</speed>
    </projectile>
  </ThingDef>

  <ThingDef ParentName="BaseEquipment">
    <defName>Weapon_ShatterCharge</defName>
    <equipmentType>Primary</equipmentType>
    <label>Shatter Charges</label>
    <description>Explosive charges designed for destruction instead of anti-personnel.</description>
    <graphicData>
      <texPath>Things/Item/ShatterCharges</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractGrenade</soundInteract>
    <techLevel>Industrial</techLevel>
    <statBases>
      <MarketValue>550</MarketValue>
      <RangedWeapon_Cooldown>0.25</RangedWeapon_Cooldown>
    </statBases>
    <weaponTags>
      <li>GrenadeDestructive</li>
    </weaponTags>
    <thingCategories>
      <li>Grenades</li>
    </thingCategories>
    <verbs>
      <li>
        <label>throw frag grenade</label>
        <verbClass>Verb_LaunchProjectile</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <range>1.9</range>
        <forcedMissRadius>0.25</forcedMissRadius>
        <warmupTicks>180</warmupTicks>
        <noiseRadius>4</noiseRadius>
        <ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer>
        <soundCast>ThrowGrenade</soundCast>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
        <projectileDef>Proj_ShatterCharge</projectileDef>
      </li>
    </verbs>
    <smeltProducts>
      <Steel>10</Steel>
    </smeltProducts>
  </ThingDef>
#14
Help / Is it possible to give floor/terrain comps?
October 08, 2016, 07:25:25 PM
Ive been trying to create a floor that gives off light, through digging around i learned that since floors are a type of terrain, and terrain doesnt have comps(or at least the "CompProperties_Glower" comp), they actually are incapable of giving off light. However, i decided that i would try making a new TerrainDef named "LTerrainDef", essentially its the code from TerrainDef but with code that I think add comps to this new type of terrain.

My class file has no errors, except for the [DebuggerHidden] segment which had errors i could not resolve. I removed this [DebuggerHidden] section just to see if i could compile what i have and boot up RimWorld, it boots up without errors(although i assume [DebuggerHidden] lets me SEE the errors). However the few floors i created under this new LTerrainDef dont show up anywhere, as though the game cant find them. Now this made me think RimWorld wasnt finding any information in my XML file labeled PELTerrainDefs, but in my experience if it cant find any information it will say in the debug(which it didnt). So im kind of stuck here, maybe if i can get the [DebuggerHidden] part fixed it will show me why this isnt working. Im pretty sure adding a new variant of TerrainDef is not something the game is supposed to handle, but since i get no errors i cant know for sure.
#15
Help / Could Not Find Type Named Building_SVent Error
October 08, 2016, 12:34:03 AM
Im trying to link a custom made class file to a building with <thingclass>. However, upon startup i get "Could Not Find Type Named Building_SVent" error. I dont know why this issue is persisting.
#16
Help / How do Vents work?
October 07, 2016, 10:21:05 PM
I was trying to create a "close-able" vent, but i quickly realized there arent really any definitions in the xml file that point to how it equalizes temperature. Can someone educate me on how they work?
#17
Unfinished / [WIP] Project Extras
October 03, 2016, 03:07:07 PM
I am currently working on a mod that adds a little bit of everything to the game, from furniture to batteries. The mod will likely have compatibility issues but once I'm done creating this mod ill upload it anyways just because there Isn't really any harm to doing it. Keep in mind I'm not exactly artistic so most of my textures are just modified vanilla textures stitched parts of other textures put together, not pretty but functional. Here are some of the things I've been working on:


New Production Tables:
- Chemical Lab: Capable of producing base-game drugs in batches of 5, resulting in very long uninterruptible crafting times, however it is 20% faster and cheaper.

- Concrete Mixer: Sole purpose of this table is to make Concrete Mix.

New Resources:
- Concrete: New manufactured ingredient used for as you may have guessed concrete-based buildings. It is crafted using a Concrete Mixer.

- Sulfur: New natural ingredient used for crafting Gunpowder, can be find in rocks similar to other mine-able resources.

- Gunpowder: New manufactured ingredient produced by two methods, breaking down Artillery Shells and crafting it via a Chemical Lab with Sulfur.

Security/Defense:
- External Walls: High health-for-cost walls, however they cause severe beauty penalties.

- Barbed Wire: Primary purpose of this defensive structure is to slow down enemies, used preferably in combination with sandbags or other barriers.

- Proximity Mines: Overall improvements from IED traps but are a good bit more expensive, also a new variant "Vertical" that is high damage but a very small damage radius.

- Concrete Barrier: Upgrades from Sandbags, they are more durable and provide slightly more cover from gunfire.

New Power Related Buildings:
- High Capacity Battery: Over twice the capacity of standard batteries, but it less efficient.

- High Efficiency Battery: Reduced capacity but highly efficient batteries.

- Advanced Battery: Overall superior and safer compared to standard batteries, but are expensive and take a long time to build.

- Plasteel Conduits: Far more durable and appealing compared to standard cables. They also passively emit a low light.


Artificial Terrain:
- Turf: Grass-looking floor to give that natural look to concrete-heavy areas.

- Artificial Soil: Less fertile compared to most other terrain that can host crops, but can be built over the top of land such as rock or other terrain that cant host crops at all.



#18
Help / Is it possible to create new link flags?
October 01, 2016, 09:14:59 PM
The question is pretty direct, I've looked around the Core XML files and i cant find where the link flags come from, so i cant find out the terms used for creating new link flags, so I'd like to know where this information is if its accessible.
#19
Im curious if the same resources(such as ThingDefsBuildings), are in the decompiled assets folder.
#20
Help / Cannot get textures right on Walls.
September 27, 2016, 08:17:45 PM
Im trying to create a new wall but whenever the graphic class is Appearances, the game cannot assign the texture file to to anything. If i change the graphic class to single, it has no issue finding the texture file. The problem with the "Single" class is that the walls don't link together.