Had a look, yeah that's a bug. Thankfully nothing bad actually happens. You can safely ignore what it's telling you.
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#1412
Outdated / Re: [MOD] (Alpha 2) Wood Economy (v.0.9.1)
March 01, 2014, 08:27:52 PM
The trees are, in a small sense, a modified Saguaro Cactus. The new ones that pop up are using the same mechanism the Saguaro cactus uses to create new instances of itself. Just at a lower rate. Feel free to poke around in the Trees.xml file to see what I've done.
#1413
Outdated / Re: [MOD] (Alpha 2) Target Practise (v.1.0)
March 01, 2014, 08:17:32 PM
You'll want to remove this tag: <UseStandardHealth>False</UseStandardHealth>
and replace it with something like this: <maxHealth>180</maxHealth>
and replace it with something like this: <maxHealth>180</maxHealth>
#1414
Outdated / Re: [MOD] (Alpha 2) Feral Humans + Giant Cyclops! (v.2.0)
March 01, 2014, 03:06:30 AM
This is fun. 
Here's a quick thing for adding a custom weapon texture:
• Create a folder named 'Textures' in the root folder of your mod.
• Create a folder inside that one. Call it whatever you want. For this example, call it 'Spear'
• Put a .png file in there that you want to use as the spear graphic. For this example, call it 'Spear.png'
• In the ThingDef for the spear, find the <texturePath> tag. To get the weapon to use your custom graphic, you'd put in: <texturePath>Spear/Spear</texturePath>

Here's a quick thing for adding a custom weapon texture:
• Create a folder named 'Textures' in the root folder of your mod.
• Create a folder inside that one. Call it whatever you want. For this example, call it 'Spear'
• Put a .png file in there that you want to use as the spear graphic. For this example, call it 'Spear.png'
• In the ThingDef for the spear, find the <texturePath> tag. To get the weapon to use your custom graphic, you'd put in: <texturePath>Spear/Spear</texturePath>
#1415
Mods / Looking for texture artist/artists.
March 01, 2014, 02:52:00 AM
I'm looking for anybody who is willing to make textures for two of my released mods, Wood Economy and Energy Turrets, as well as one I haven't announced yet. (It needs 6 textures.)
This will be voluntary work only. I'm not able to pay anyone anything, but will definitely give credit.
This will be voluntary work only. I'm not able to pay anyone anything, but will definitely give credit.
#1416
Bugs / Re: [W | 0.2.363] UI: Debug looking box on save load
February 28, 2014, 10:34:42 PM
That should not appear in 'vanilla' RimWorld.
Are you using any mods?
What does the message say, I'm unable to read it in the screenshot.
Are you using any mods?
What does the message say, I'm unable to read it in the screenshot.
#1417
Outdated / Re: [MOD] (Alpha 2) Wood Economy
February 28, 2014, 09:38:28 PM
Wood Economy v0.91 has been released.
Download: Wood Economy v0.91
Changes:
Trees: Now drop 20 Raw Wood instead of 250.
Bench Saw: Takes 10x longer to process wood into planks.
Bench Saw: Changed the Raw Wood -> Planks recipe. Now it's 1 -> 5. Before it was 10 -> 25.
Walls: Dropped HP from 500 to 100
Walls: Removed the Raw Wood cost (The game was ignoring it anyway.)
Wood Floors: Lowered the beauty rating to match smooth stone floors.
Fixes:
Made a proper blueprint texture and removed the flipped metal wall texture.
Known Issues:
Cactus overlaps the tree texture.
Download: Wood Economy v0.91
Changes:
Trees: Now drop 20 Raw Wood instead of 250.
Bench Saw: Takes 10x longer to process wood into planks.
Bench Saw: Changed the Raw Wood -> Planks recipe. Now it's 1 -> 5. Before it was 10 -> 25.
Walls: Dropped HP from 500 to 100
Walls: Removed the Raw Wood cost (The game was ignoring it anyway.)
Wood Floors: Lowered the beauty rating to match smooth stone floors.
Fixes:
Made a proper blueprint texture and removed the flipped metal wall texture.
Known Issues:
Cactus overlaps the tree texture.
#1418
Bugs / Re: [W|0.2.363] Food just lying on the ground
February 28, 2014, 03:28:15 PM
Please post the saved game with this bug.
#1419
General Discussion / Re: How do you alter the AI storyteller difficulty via save file?
February 27, 2014, 11:21:03 PM
<storyteller> is still there in the save file.
It's roughly the 50th line down from the top.
It's roughly the 50th line down from the top.
#1420
Outdated / Re: [MOD] (Alpha 2) Energy Turret
February 27, 2014, 10:44:11 PM
This mod keeps the improvised turret in the game.
I will make a few more turrets in a few days. At the moment I'm finishing up my Wood Economy mod, of which I have just uploaded the first test release.
I will make a few more turrets in a few days. At the moment I'm finishing up my Wood Economy mod, of which I have just uploaded the first test release.
#1421
Help / Re: [Request] Too Many Items Request
February 27, 2014, 09:16:36 PM
What you're asking for is technically already in the game, here: Options -> Development Mode
#1422
Outdated / Re: [MOD] (Alpha 2) Energy Turret
February 27, 2014, 09:03:59 PM
Technically the research topics do nothing to the turret. I've added them mainly as justification for why it's the way it is.
In the future I suspect Tynan will open up the possibility of being able to have research affect new content, but in the mean time, it seems the benefits of research (faster mining, etc) are hardcoded.
In the future I suspect Tynan will open up the possibility of being able to have research affect new content, but in the mean time, it seems the benefits of research (faster mining, etc) are hardcoded.
#1423
Bugs / Re: My Rimworld Alpha 2 dosent start up stays black screen
February 27, 2014, 06:13:59 PM
Does the game generate an 'output_log.txt' file? You'll find it in the \RimWorld363Win_Data folder.
If it does, please attach that here.
If it does, please attach that here.
#1424
Help / Re: Various modding questions and answers
February 27, 2014, 06:10:26 PM
Could you post the <ThingDef> code you've used for the simple door you added on Feb 25th?
Or is this something that won't be available until Alpha 3?
My attempts at an unpowered wood door break the colonists when they try to use it.
Or is this something that won't be available until Alpha 3?
My attempts at an unpowered wood door break the colonists when they try to use it.
#1425
Bugs / Re: [W|Alpha 2] Colonists frozen
February 27, 2014, 05:29:50 PM
How very odd, but I found a way to fix it.
Cancel the building of the solar generator that Lorena is standing next to. That releases everybody.
Will look deeper into this.
Reported on Mantis: http://ludeon.com/mantis/view.php?id=438
Cancel the building of the solar generator that Lorena is standing next to. That releases everybody.
Reported on Mantis: http://ludeon.com/mantis/view.php?id=438