[1.1] Rimsenal v1.5: beta edition

Started by rooki1, March 03, 2015, 11:54:10 PM

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What do you want to see in the next update?

Improvised equipments pack: Homemade pistol, pipe shotgun, scrap armor... and glorious Thunderstick!
34 (20.5%)
Xeno beasts pack: Is there anyone want to see a genetically modified cyber-raptor?
68 (41%)
Celestial pack: New faction pack. Adds new xeno human faction, the celestials.
64 (38.6%)

Total Members Voted: 166

Voting closed: September 02, 2015, 09:08:09 PM

CrowSR

https://imgur.com/a/urVaudE
Hey, I've tested the v1.0 version along with a bunch of other mods on RW 64bit and I got some errors related to launchers.
My mods are(in this order):
Core, Humanoid Alien Races 2.0, Rimsenal, Rimsenal - Rimhair, Rimsenal - Enhanced Vanilla Pack, Numbers, A Dog Said, Blueprints, Mechanite Forge, Mountain Miner, Noku Mushrooms, Prisoner Ransoms, [Ling] Cooler 1.0, Project RimFactory, Quality Builder, Industrial Rollers, Simple Plastic, Turret Extensions, TE Turret Expansions, Xeo's Genetically Engineered Plants, Incident Person Stat, No Bionic Uneasiness.

rooki1

#1171
Rimsenal v1.21: No mutant edition

Core:
Vanilla:
Hair:
- Bug fix

Security:
Federation:
- 1.0 update

Feral:
- 1.0 update (Except mutants)
- New enemy type, the Maniac added. Drug dosed melee attackers.

Currently I'm working on the how to add non mechanoid tool users. This may take a time.

Call me Arty

Looking forward to what else to bring! What's with this lack of mutants I'm hearing about, though?
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

rooki1

Quote from: Call me Arty on June 22, 2018, 03:44:48 PM
Looking forward to what else to bring! What's with this lack of mutants I'm hearing about, though?

It's about flesh type definition problem. If a tool user is not mechanoid flesh type, it makes a crash.

Call me Arty

Quote from: rooki1 on June 22, 2018, 05:02:06 PM
It's about flesh type definition problem. If a tool user is not mechanoid flesh type, it makes a crash.

Oh, got it.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

macbuk

Not sure if it's a bug with all ranged weapons, but TE storm cannon is not considered a ranged weapon by the game and disallows hunting.

ozzymandias

Am I the only one getting errors when loading this up on unstable version. I have downloaded the files from the 1.0 link

ozzymandias

nevermind they was an extra forlder layer after extracting them derp  :P

Rayiito

https://imgur.com/a/1PzRJ75
Can someone help me with this,
It was a siege from the ferals and it seems that they cannot build sandbags and turrets and they just wander forever unless i shoot them
tried arranging the mods, didnt work

Canute

Feral's shouldn't be able to Siege, just wait until rooki release a fix.
You should use Dev-tools and destroy the feral's on your map.

Rayiito

Quote from: Canute on June 28, 2018, 05:26:43 PM
Feral's shouldn't be able to Siege, just wait until rooki release a fix.
You should use Dev-tools and destroy the feral's on your map.
Ok thanks I thought there was something wrong with my game

Platonov555

I get this error, after loading ur mod. Is this normal? Thanks

[attachment deleted due to age]

inclement

I noticed this error also starting yesterday just after a Rimworld update. So I think there is a high chance there has been some change in the last Rimworld version.

Bones

Don't know if this is correct/what the modder would do, but I changed this in the Apparel_*.xml files.

From: <thingDef ParentName="ArmorMakeableBase">
To: <thingDef ParentName="ArmorMachineableBase">

Factions were also giving an error because FactionBase changed name, in Factions_*.xml

From: <kindDef>FactionBase</kindDef>
To: <kindDef>Combat</kindDef>

And From: <homeIconPath>World/WorldObjects/DefaultFactionBase</homeIconPath>
To: <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>

Platonov555

Quote from: tiagocc0 on June 29, 2018, 07:50:06 PM
Don't know if this is correct/what the modder would do, but I changed this in the Apparel_*.xml files.

From: <thingDef ParentName="ArmorMakeableBase">
To: <thingDef ParentName="ArmorMachineableBase">

Factions were also giving an error because FactionBase changed name, in Factions_*.xml

From: <kindDef>FactionBase</kindDef>
To: <kindDef>Combat</kindDef>

And From: <homeIconPath>World/WorldObjects/DefaultFactionBase</homeIconPath>
To: <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>

seems to work now, thanks for help