RimWorld

RimWorld

Det's Xenotypes - Venators
 This topic has been pinned, so it's probably important
DetVisor  [developer] 15 Jan, 2024 @ 11:10am
Bug reports
The discussion to place bug reports, remember to hand me logs if you're getting errors.
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Showing 1-13 of 13 comments
Deleted Profile 8 Apr, 2024 @ 5:17pm 
no bug but the ears looks weird with helmets, anyway to hide the ears when the helmet is on like hair does?
DetVisor  [developer] 8 Apr, 2024 @ 9:54pm 
No, it makes recognizable.
Deleted Profile 9 Apr, 2024 @ 10:23pm 
Originally posted by DetVisor:
No, it makes recognizable.
ok
compared to the vanilla pointed ears the venator ears are a bit higher which causes clipping with helmets and hats

ive compared both types of ears and maybe if venator ears could be lower it would solve the clipping issues
DetVisor  [developer] 10 Apr, 2024 @ 2:41am 
The venator ears are attached to the same point as the normal pointed ears, I might lower their layer level on the south view so they show up under helmets without clipping over but I'd rather not move the whole graphic down.
Deleted Profile 10 Apr, 2024 @ 4:10am 
Originally posted by DetVisor:
The venator ears are attached to the same point as the normal pointed ears, I might lower their layer level on the south view so they show up under helmets without clipping over but I'd rather not move the whole graphic down.
they clip for some reason, maybe its cause they pointing at a different angle?

it would be great if you could lower em somehow and fix the clipping
you make quality xenotypes
DetVisor  [developer] 10 Apr, 2024 @ 5:08am 
No, all ears clip, it's because the ears are lined with the outline of the head and most helmets are bigger than said outline.
ItsKairoKay 30 Nov, 2024 @ 7:54pm 
by the way similar to a issue VWE - Non-Lethal had, Toxinbite can one shot revenants and also the ability still tracks even when its invisible so uh :steamlaughcry: anyway probably worth checking out i assume dreadmelds and any other organic death on downed creatures would get killed as well.
Last edited by ItsKairoKay; 30 Nov, 2024 @ 8:01pm
Jarod 19 Jul @ 9:24am 
Could not resolve cross-reference to Verse.ThingDef named Apparel_ArmorLocust (wanter=apparelRequired)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ThingDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ThingDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()


I still have melee animation installed, and the yellow messages are showing up. However, without melee animation, I still get this error.
Jarod 19 Jul @ 9:26am 
I downloaded the file from GitHub because that's the only place I can do it
DetVisor  [developer] 19 Jul @ 11:28am 
I will fix that but don't worry about that, it won't break anything.
DetVisor  [developer] 19 Jul @ 11:29am 
Try it now though.
Jarod 19 Jul @ 12:52pm 
Everything's fine now. Thank you very much. Are you planning to update your entire breed collection? It's fantastic. Nice work. Best regards.
DetVisor  [developer] 19 Jul @ 1:05pm 
Yes, the others just need some coding work first.
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