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Messages - b4d

#16
Ok got it working now. Thank you both of you  ;D
#17
Guys, need help

I'm trying to add potato, rice, corn and other plants to spawn like raspberries and other wild plants.
I could make it work by adding the desired plants directly into the core biome defs but I don't feel like touching any core files.

Tried to create my own custom def with content like this :

<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <BiomeDef ParentName="TemperateForest">
    <defName>TemperateForestExtraPlants</defName>   
    <wildPlants>
      <PlantPotato>0.1</PlantPotato>
      <PlantCorn>0.05</PlantCorn>
      <PlantSparkweed>0.01</PlantSparkweed>
      <PlantRice>0.1</PlantRice>
      <PlantHealroot>0.01</PlantHealroot>
    </wildPlants>
  </BiomeDef>
</Defs>


but it spews an error

XML error: Could not find parent node named "TemperateForest" for node "BiomeDef". Full node: <BiomeDef ParentName="TemperateForest"><defName>TemperateForestExtraPlants</defName><wildPlants><PlantPotato>0.1</PlantPotato><PlantCorn>0.05</PlantCorn><PlantSparkweed>0.01</PlantSparkweed><PlantRice>0.1</PlantRice><PlantHealroot>0.01</PlantHealroot></wildPlants></BiomeDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
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()


Where did I go wrong?
#18
Releases / Re: [A16] Pick a Color! (Update Jan. 15th)
January 26, 2017, 11:21:27 PM
just voted for a special "coloring" bench on the poll 

The bills menu got cluttered too much it frightens me ;D
#19
bionic workbench and advanced medical station only need 1 work to build

I think the xml tag should be workToBuild instead of workToMake for buildings?
#20
Outdated / Re: [A16] Old style research menu
January 23, 2017, 01:45:58 AM
Damn, I thought cut off research tree was just a myth. Turns out it was me who wasn't using enough mods

Thanks for this.
#21
Outdated / Re: [A16] Psychology (2017-1-17 v2)
January 20, 2017, 03:19:27 AM
my 2 cents:

Quarrel : it only annoyed me once. it was when sharyn decided that fighting off the raiders is not as important as punching the dude next to him

Homesick : I feel like it's a bit too random. might be better if it can only affect those who were out on caravans / camps(mod) / or maybe new settlement. Going back to the original settlement for 1 day will cure the homesickness

Cliques : Only happened to me once, didn't know how to resolve it other than executing one of the clique leaders. Maybe add a way to resolve it peacefully by locking the two of the leaders in a room until they both agreed to forgive each other (or they agree to have a duel to the death for extra flavor)

Sabotage : It would be cool if the traitor was decided when he joins, rather than randomly picked at any time. most of the time when i tried to imprison the saboteur he didn't give in peacefully and ended up in the grave

thief : got no complaints. only 1 thief managed to run away so far (or maybe i didn't notice the others at all)

extra on anxiety : maybe make it treatable via brain surgery?

#22
Outdated / Re: [A16] Psychology (2017-1-17 v2)
January 17, 2017, 09:10:27 PM
how does the saboteur event works?

was it a random event that could hit anyone at anytime? or it will decide if the colonist will be one when he joins?

on my current save i started with only 1 colonist. After a while it became a 5 man colony. everything seems to be just fine, but suddenly just today(after updating the mod i believe) my very first colonist become the saboteur. kinda sad to execute the guy for what he did

edit: what if i try to recruit him? is it safe or will he be nasty again?
#23
Outdated / Re: [A16] Psychology (2017-1-10)
January 10, 2017, 11:17:32 PM
how do i cure homesickness?

got 3 colonist at home and 1 other sent away camping on a nearby map. the one that was feeling homesick was 1 out of the 3 at home
#24
Outdated / Re: [A16] Balancing Act | A game-balancing mod
December 28, 2016, 10:41:00 PM
hi there, I'm new to modding rimworld.

after loading up this mod i got some xml errors from the debug log. is this a problem?

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