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Messages - Nandonalt

#1
Outdated / Re: [B18] Set-Up Camp v2.1 - B18 Update
November 22, 2017, 05:34:22 PM
New version is up! Please report any bugs, thanks :D
#2
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
November 20, 2017, 06:19:21 PM
Quote from: Kiame on November 20, 2017, 06:10:06 PM
I've sent an IM to Nandonalt asking if they are planning to update/support this in B18. If not I also asked if i could take up development in their stead.

I'm thinking after another week if no response I'll assume inactivity and create a new post for B18 crediting them as the original author.

For now here's the link to the unofficial B18 version. Let me know if anything's missing from it: B18 unofficial Setup Camp

I'm going to update this mod, yes.
It'll be out probably this week.

Sorry I haven't keeping track of my mods. I made a lot now I can't work on them all lol
#3
Mod updated for A17! The other ones will be updated on June :)
#4
Help / Re: New A17 Mod Features
May 24, 2017, 04:23:31 PM
Hey ZorbaTHut! Thanks for all the useful information.
Do you have any practical examples of custom Mod Settings so I can take a closer look?

Thanks in advance.
#5
Quote from: KKobayashi on April 07, 2017, 01:37:52 AM
Can you make an alternate without harmony? harmony conflicts with some other mods
I use harmony to do stuff that I couldn't do without it, so that's not possible, sorry.

--
Guys, I'm a little busy with some IRL stuff, college mainly. I'm taking a break from modding, but it's only temporary. 


#6


DOWNLOAD
Steam Workshop
Dropbox

Screenshots
1 - 2 - 3 - 4 - 5 - 6 - 7 (.gif)

A set of misc mods by me. A new save is not required.

Sometimes I think of small additions to the game that would take too much time to make just one mod for it, so I decided to create a small pack.
Most of these features can be disabled on the mod settings (see screenshot).

-> Cold Fog and "Ice Layer": when a room goes below 0C temperature, it'll slowly emit a effect that resembles the cold fog present in freezers. Also, a layer of ice will be created just above the floor.
-> Water puddles: rain will form water puddles on the map which will dry when it's not raining. Water is easily spreaded by pawns. Does not affect anything but cleanliness/beauty of the area that it's on.
-> Cloudy Weather: new weather overlay, very slightly affects accuracy and wind speed.
-> Billiard cues: pawns will wield cues when playing billiards.

NOTES
-> This mod makes use of the Harmony library by Pardeike (thanks!). You don't need to download it to use this mod, though (it's included).
#7
Quote from: AngleWyrm on February 11, 2017, 09:36:10 PM
Tried 'Hunt for me' briefly but it wiped out my animals list; the chickens and a tame boar disappeared, leaving only one Husky. After removing the mod those animals re-appeared on the list. Looked a bit like some sort of memory crash, so it might have not been the mod's fault.

Do you have Animals Tab mod? It was conflicting with my mod, now Fluffly fixed it.

@Madman666: it's something I could look into, but you could suggest it to the Hand me That Brick mod creator, too :)
#8
Quote from: poolday on February 08, 2017, 04:04:59 PM
Hi! Great mod congratulations! Do you think you can merge the Tale Log Tab inside the pre-existing History tab?
I didn't do it to avoid any incompatibility issues with other mods.
The log will only show events that triggered the record tale event, so it depends on that.
#9


DOWNLOAD
Steam Workshop
Dropbox

Screenshots
1 - 2 - 3 - 4

"Hunt for Me" is a mod that adds the "Hunting" training to tamed animals. REQUIRES A NEW SAVE.
-> Haul training is required.
-> The trained animal will then randomly hunt prey on the map and haul the corpse to the best stockpile.
-> You can toggle hunting on the training tab.
-> Sometimes animals of the same species (if trained) will pack and hunt a bigger animal.
-> Most of the time they'll focus on smaller animals to avoid getting hurt.

NOTES
-> LOAD THIS MOD AFTER EVERY MOD THAT ADDS ANIMALS!
-> This mod makes use of the Harmony library by Pardeike (thanks!). You don't need to download it to use this mod, though (it's included).
-> If you want to uninstall the mod, make sure no animal is hunting on your saves.
#10
Outdated / Re: [A16][MODLIST] Nandonalt's Mod Central
February 06, 2017, 01:51:15 PM


DOWNLOAD
Steam Workshop
Dropbox

Screenshots
1 - 2 - 3

Every time something relevant happens on a colony, a "tale" is registered on the save so it can be used on art (like deaths, research, training and so on).
This mod adds a tab to the game window that shows to you every tale recorded on that save.
To avoid performance issues, the log will only update when you open it.

-> Works on existing saves.
-> Using the "filter" text field you can select what will be shown on the tab.
-> "Invert Order" will reverse the list. The default is most recent events first.
-> "Show Colors": if disabled, all tales will be white.

Also, this mod does not change tale recording, so it only shows what the game has recorded.


Credits: Zlatko Najdenovski for the book icon used on the preview.
#11
Outdated / Re: [A16] Colony Leadership and Teaching v1.2
February 05, 2017, 12:26:09 PM
Quote from: duduluu on February 04, 2017, 08:48:43 AM
Hi, Nandonalt!
I'd like to translate your mod, but because of the lack of method .Translate() some text cannot be translated.
Could you add this method to your mod's dll? If you could open the source code on github, that will be perfect.
You could see about how do I add method .Translate() at this mod: https://github.com/RimWorld-zh/IzzyHRC-Mind-Altering-Device

Hi,
I'll do that on a future version of the mod. There's a lot of strings to adjust so it'll take some time.
I know you mean the best but I'm not comfortable yet on putting my mod on github (I'm still learning to code C#).
Thanks :)
#12
Quote from: kcirdor on January 24, 2017, 02:40:54 PM
Is that star going to conflict with Killface's Colonist bar?

I detour the drawIcon method of the class that draws the colonists on the bar, but if Killface's mod overwrite it there's no worries, as it's only a visual indicator.
#13
@AnNyeong: I don't think my mod would do that because if there's no leaders/teaching tables/etc, my mod isn't running anything.

VERSION 1.1:
->BALLOT BOX. You no longer can trigger elections on your own. You'll have to build the ballot box (found on Misc) on a safe spot and wait for the colonists start a election by themselves. Elections can happen on days 1, 7 and 15.
(If you didn't like this change, the button to start election is enabled on dev mode but will be removed on a later version)
-> You can now select which colonists will not attend lessons by using the new 'Ignore List' button on the schedule window.
-> Leaders now have a star on their colonist icon.
-> Fixed error showing up when there's no able leaders to select on the dev option.
-> Fixed caravan related bugs.
-> Fixed a bug where you could build multiple teaching table blueprints.
#14
Quote from: Cassiopea on January 23, 2017, 01:00:23 PM
I like the premise of your mod and I've downloaded it to test it alongside a slew of other mods. While I can elect a leader, I've noticed an error that loops when sending them in a caravan. Said caravan cannot move and the error keeps looping in the log. That being said, if the leader is not among the caravan member, the caravan mechanic works just fine.

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.GenRadial+<RadialDistinctThingsAround>c__Iterator21D.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Nandonalt_ColonyLeadership.HediffLeader.Tick () [0x00000] in <filename unknown>:0
  at Verse.Pawn_HealthTracker.HealthTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Full log is here:
https://gist.github.com/HugsLibRecordKeeper/f8a9e039f6246dc85854fdc501f3ad96

Thanks for the report! I already submitted the bugfix to steam and dropbox! :)

@azulusthra: oh my, a stack overflow! I'll look into the code to see if I can find what can cause this. Thanks :)
#15
Quote from: vlad_1492 on January 23, 2017, 01:29:06 AM
Adds all kinds of charm.

Can't seem to find how I designate which colonists are to go to class, my entire population drops what they are doing to listen to the lecture.

Currently, all colonists will attend the class if they aren't in some states(sleeping, resting to heal, stuff like that). But I'm thinking about adding a way to select which ones will attend and who will ignore it.