RimWorld

RimWorld

[SYR] Prosthetic Icons
Syrchalis  [developer] 29 Jul, 2018 @ 11:08am
Wrong icons or color
Please post any inconsistencies here.

If you want me to fix it, it's important you provide some crucial information:
  • Which mod is the item from?
  • What icon is displayed and what should be displayed instead?
  • What color does it have and what color should it have?
  • If it's your own mod, provide the defname of the item
Last edited by Syrchalis; 9 Aug, 2018 @ 6:24am
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Showing 1-7 of 7 comments
Hatoful Pengu 7 Sep, 2018 @ 11:41am 
I'm not sure I'm putting this bug report in the right place, but here goes: Expanded Woodworking seems to have an incompatibility with this mod. Using the two together, trees produce only white (uncolored) logs and modded lumber has prosthetic icons (except for mixed lumber, probably because it's just a replacement for the vanilla wood logs).
Syrchalis  [developer] 7 Sep, 2018 @ 3:14pm 
I would need the name of their wood - it is most likely because the vanilla woodlog is a tech hediff (peg leg, hint hint) and this mod probably made all their wood types tech hediffs too. Now if their wood doesn't contain the word "woodlog" in some form in their defname then it isn't excluded from recoloring and changing the icon.
Hatoful Pengu 7 Sep, 2018 @ 10:25pm 
Ah, right, I'd forgotten about the peg leg. That explains why a prosthetics icon mod would be affecting a woodworking overhaul. Anyways, here are the defnames:

-Wood logs seem to have all the defnames in order, excepting bamboo: WoodLogBase, WoodLog_Birch, WoodLog_Palm, WoodLog_Cecropia, WoodLog_Cypress, WoodLog_Drago, WoodLog_Maple, WoodLog_Oak, WoodLog_ Pine, WoodLog_Poplar, WoodLog_Saguaro, WoodLog_Teak, WoodLog_Willow, and Bamboo.

-Lumbers are the following: WoodLumberBase, LumberBirch, LumberPalm, LumberCecropia, LumberCypress, LumberDrago, LumberMaple, WoodLog (labeled "mixed lumber", as guessed), LumberOak, LumberPine, LumberPoplar, LumberTeak, LumberWillow, and LumberBamboo.

-There are also cocoa tree logs and lumber in the defs, but they're commented out. It seems those wood types may or may not be implemented eventually, so if you can future-proof it without any issues: WoodLog_Cocoa, LumberCocoa

I wasn't sure what exactly you would need, so I included the abstract parent def things just in case. Thanks in advance!
Haraise no Tenshi 24 Sep, 2018 @ 3:02pm 
Any chance on you doing the same for the EPOE (Enhanced Prosthetics and Organ Engineering) Prosthetics? As well as the Animal Prosthetics from "A Dog Said"

Or did I do something wrong? As i only get the basic vanilla box icons
Syrchalis  [developer] 24 Sep, 2018 @ 4:07pm 
Something on your end. My mod is dynamic, it should change ALL prosthetic textures based on name. As you can see in the screenshots it's tested for A Dog Said. EPOE I do not have implemented special icons for the implants, but that just means they get the standard icon - the rest of EPOE prosthetics should work though.
Haraise no Tenshi 24 Sep, 2018 @ 4:37pm 
Hmm i placed your mod pretty far down in my Loadorder so catch all the Icons that need to be changed... or should i place it directly next to EPOE etc ?

Or any chance me messing with the Stacksizes had something to do with it?
Last edited by Haraise no Tenshi; 24 Sep, 2018 @ 4:47pm
K'Braid 31 Jan, 2020 @ 9:54am 
the coal ore in my mod Rimbound dispite being an ore and not a body part is being identified as such by your mod. the defname is SB_coal_ore
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