Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Hail
except its hard to read
If you have both mods installed then you will find a RImworld symbol in the menu on the left bottom corner. There you can choose between different themes! :D
Installed both mods but nothjing is happening. Any help is greatly appreciated! :>
https://www.youtube.com/results?search_query=atrium+carceri+
ya im gonna use tomarrow after the set up stage of geting my solo colonry of necro mancy going
What I want to know is how to use unity to generate new fonts:
fontspackage file
I found a txt file in mod.
Rimtheme font packaging manual.txt
Tell me how to customize the font, but after I create it successfully,
I put it in the mod and the test is invalid.
Is there something wrong with my creation?
Did something go wrong in this place?
Warning: fonts name file need to be properly prefixed with a unique prefix you choose (eg: MyPrefix_fontname.ttf) otherwise it can lead to fonts packs incompatibilities.
Name it MyPrefix_fontname.ttf
Name it MyM_fontname.ttf
Name it fontspackage_fontname.ttf
But no matter how I name it, the final font game test is invalid.
I used unity2018.4.23f1 to compile the font.
Mod RimThemes Lovecraft Pack did not load any content. Following load folders were used:
- C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1899353487
Verse.Log:Error(String, Boolean)
Verse.<>c:<LoadModContent>b__13_1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:DMD<DMD<Update_Patch1>?-37582208::Update_Patch1>(Root)
Verse.Root_Entry:Update()
Still, a good job!