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Messages - Goatlike

#16
Mods / Re: Project Armory Testboard
June 11, 2014, 04:27:02 AM
Quote from: Evul on June 10, 2014, 03:46:21 PM
Devbuild 2.08 is up. Link sent via PM.

Let me know if you find anything. I will release this if you don't find anything strange.

Could not load UnityEngine.Texture2D at Things/Item/PAEquipment/GunBarrettM107 in any active mod or in default resources.
MatFrom with null sourceTex
Twice.
And Gun_FAMAS too.

upd: two texture not have. I copy Barrett from 2.07.

Gun_FAMAS named Gun_FAMASG2
#17
Outdated / Re: [MOD] (Alpha 4) Campfire v0.1
June 11, 2014, 03:40:08 AM
Quote from: JKTD1919 on June 10, 2014, 08:49:04 PM
Is this compatible with 4F? If so, change the name.

Yes. Done.

Quote from: nuschler22 on June 10, 2014, 11:25:43 PM
I like the mod.  I found that when I make the stove, I can't use it and have to continue using the campfire though.  :(

Sorry. My mistake. I hope I fix it in near future.

upd: fixed!

Quote from: Joshy1111 on June 11, 2014, 01:59:59 AM
you could say that there is nether rack on the fire to keep it on forever lol. even though this is not minecraft...

It's magic ;D
#18
Outdated / Re: [MOD] (Alpha 4) Campfire v0.1
June 10, 2014, 06:11:45 AM
Quote from: Ivia on June 10, 2014, 05:10:27 AM
Nice, I'm just about to ask the recipes :D!
I really like it can cook, could fill the early progress and make the long way trip available xD
(I sometime sent mens to do works in far regions)

Thanx. I have troubles with add new recipes  :( I draw new art, but it ugly.

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#19
Outdated / Re: [MOD] (Alpha 4) Campfire v0.1
June 10, 2014, 04:06:47 AM
Quote from: Cala13er on June 10, 2014, 04:00:38 AM
I'm working on another custom dll where it goes out during rain. You want it?

Hm. While I do not know. In future i want add junk walls. And custom recipes for campfire.
#20
Outdated / [MOD] (Alpha 5d) Campfire v0.1.1
June 10, 2014, 03:56:22 AM


Description: Add simple campfire. May cooking simple and fine meals on it. Giving light. The best cooking place in first time!

v0.2: For cooking need wood! Simple meal = 10 raw food + 2 wood. Fine Meal = 5 raw food + 5 raw meat + 5 wood.

Mod Team:

  • Goatlike


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Credits:
Thanks Cala13er for custom DLL.

Changelog:

Versions for Alpha 5:

- v0.1.1 - Added new ugly grafics
- v0.1 for A5d

Older versions for Alpha 4:

- v0.2 hotfix - BUGS EVERYWHERE! Added meals defs
- v0.2 - Add custom recipes
- v0.1 hotfix - compatiblity with cook stove
- v0.1 - first release


Download:

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#21
Help / Re: Light
June 09, 2014, 08:43:11 AM
Quote from: Cala13er on June 09, 2014, 05:44:25 AM
Unfortunately it's not possible to have it glow without power through xml, however I've helped someone else before by making them a working CompGlower that doesn't require power.

Download from here http://www.mediafire.com/?d5nguy6iu8tmmlx

And then follow these instructions on how to use.

1. Put in your mods assemblies folder.
2. Go to your light def
3. Change compClass to "<compClass>CompGlowerX</compClass>"
4. Remove all of this
      <li>
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <soundPowerOn>PowerOnSmall</soundPowerOn>
        <soundPowerOff>PowerOffSmall</soundPowerOff>
        <basePowerConsumption>0</basePowerConsumption>
      </li>
5. Finished

Thank you very much! It work!  :)

Quote from: Architect on June 09, 2014, 05:44:18 AM
Yeah, you're gonna need power to make it work at the moment. The only way I know that works is to do it via code, however theoretically it should be possible to just include the power comp and label the power consumption as 0, though I don't know.

Thank you for try to help :)
#22
Problem was in <bulletImpactSound>?
#23
Embrasures )) I was use it too. And was catching alerts. It for alpha 3. Need fix it in near future.

upd: wow, already fixed.
#24
Help / [Solved] Light witout power
June 09, 2014, 04:14:56 AM
Hi. I create new mod, but i can't fix one feature. Glowing effect. I write in ThingDef <comps>
  <li>
    <compClass>CompGlower</compClass>
    <glowRadius>6</glowRadius>
   <glowColor>(217,112,33,0)</glowColor>
  </li>
</comps>

But nothing happen. It is need energy? If yes, then how create glowing without energy?

Maybe i need one more def for glowing?

Sorry if it stupid question or you don't understood me  :)
#25
Awesome! I want more alien invaders!  :)
#26
Quote from: Evul on June 07, 2014, 08:49:34 AM
XML error: <bulletImpactSound>BulletImpactMetal</bulletImpactSound> doesn't correspond to any field in type ThingDef.

I was that alerts in 2.04 or 2.05 build. Many alerts.
Quote
It looks like I've missed variables somehow. If you don't have core activated you should not be able to start the game :)
I know  ;D
#27
Quote from: JorDash on June 07, 2014, 08:34:46 AM
I'm getting this every time I load Project Armory. So far it hasn't caused any problems that I know of.

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

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

Core + PA?
#28
You are welcome :) // maybe it do not what i want write  ::)
#29
Good mod. I'll definitely try it  :)
#30
Ok. Tomorrow i end my work. Some description was taken from wikipedia. I don't know how useful it is. And whether it is at all. I just want to sleep :)

upd: Done. All tested. All Visible. In RPG-7 first description is right, second description not work. I dublicate it in.

Defs send to PM.