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Messages - Shinzy

#167
Oaah, I'm glad you're still alive Muffins! Also I suspect Maker is cheating in horseshoes somehow
#168
SHUT UP! I don't suck! I keep my colinsists totes alive and happy
#169
Quote from: braddensbane on December 15, 2017, 03:30:41 PM
Hi! I'm a big fan of apparello, and I was wondering if you're still working on the Aparello Gloves and Booties mod, as I love that kind of immersion and extra difficulty.

Ohh yes! I have tons of the graphics ready, I just need to do all the xml, I'm hoping to get it all done before christmas
#170
Ideas / Re: gloves and shoes
December 11, 2017, 06:21:52 PM
some things you've overlooked are how additional clothing articles may be seen as another mildly frustrating thing to keep track of on your colonists by some!
And clothes already being really huge waste of space to store

but it's still not a objectively bad idea :p
#171
You'll have to either make them wear custom apparel or force them to wear a specific apparel
or patch custom apparel tag on the pieces of apparel you want them to be able to wear (this thread might help with patching https://ludeon.com/forums/index.php?topic=32785.msg334764#msg334764)
#172
Releases / Re: [B18] Don't Shave Your Head! - v18.2
December 10, 2017, 03:34:49 PM
Ooohh lovely!
#173
Quote from: JinxVanAshke on December 10, 2017, 08:57:55 AM
Yeah, I forgot I needed this mod till I saw a location that was nearly perfect. Except for having a major river right through the middle of it in a super awkward way. Cheers and thanks mate!

Youuu go bridge that river, Jinxy!
#174
Help / Re: Question about wall textures
December 10, 2017, 08:57:16 AM
Quote from: CannibarRechter on December 09, 2017, 08:38:09 PM
You can definitely create new appearances now. My textures mod gives all individual materials their own Wall Texture.

Ohh fantastic! I was hoping that'd be the case
#175
Off-Topic / Re: 100th Post!
December 09, 2017, 01:06:04 PM
101 now! wuhu!
milestones one after the another
#176
Help / Re: Question about wall textures
December 09, 2017, 01:03:08 PM
the appearance is defined in the stuff that is used
an example from wood log
<appearance>Planks</appearance>

each appearance has it's own atlas file. I.e. "Wall_Atlas_Planks", "Wall_Atlas_Bricks"

back in A16-A15 they were handled entirely by code and couldn't be changed with xml
but it may have changed since

I don't recall seeing the appearance tags in stuff before A17, so you may be able to make custom appearances now, although I haven't worked up the will to try it yet
#177
Also just as a reminder to anyone who wishes to continue their save-game after an update
Quote from: TynanIf you want to keep playing Alpha 17 on Steam: Right click RimWorld in the Library list -> Properties -> Betas -> Choose alpha17b from the drop-down menu.

Ofcourse this only applies to unmodded games, unless you're running your mods locally so steam won't autoupdate those
#178
Tis done! end of the month exactly, not sooner, not later but precisely. Thank you
#180
Quote from: Zookes on November 23, 2017, 11:15:22 PM
-snip-
(psst...  you're the giggles)

Oopsie, My own instant gratification monkey has been keeping me busy with non rimworld related things :P
*clears throat*

uhhmm Great news everyone! I've fixed the poison slimepipes! I definitely did NOT forget to upload the mod here aswell! It's been up on steam for a week now :-[

please do note that there's a bug in the game currently that breaks wearing multiple hats from working.
It will likely be fixed in future betas

Grab it here!