Rock5s [B18] Mods
Butchers Can Count Meat (https://ludeon.com/forums/index.php?topic=37177.msg381999#msg381999) - Allows butcher bills to use the Do Until option.
Zhentar's Sun Lamp Plan Designator (https://ludeon.com/forums/index.php?topic=37177.msg382006#msg382006) - Sun lamp plan designator, with tile fertility display.
JTZoneButtons (Obsolete in B19) (https://ludeon.com/forums/index.php?topic=37177.msg382039#msg382039)- Adds buttons for creating/expanding and deleting/shrinking stockpiles and growing zones when selecting a stockpile or growing zone.
RimSearch (https://ludeon.com/forums/index.php?topic=37177.msg382178#msg382178) - Search for items and pawns on any map.
JTExport (https://ludeon.com/forums/index.php?topic=37177.msg383047#msg383047) - Export and import worktable bills and stockpile settings.
:D
Neat! Congratz
Thanks. That was quick.
Great job, looks like this will be a very welcome addition to my mod list!
Added to steam.
YES !
Updated to 18.1.0
New recipes have been added and the mod settings removed. Check your butcher table bills.
(https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23488)
Butchers Can Count Meat
Summary
Allows butcher bills to use the Do Until option.
Adds the following butcher recipes; Butcher animal, Butcher human Butcher insect, Butcher animal or human, Butcher human or insect.
Each recipe counts only the type of meat in it's name. The original butcher recipe and any other custom butcher recipes from other mods will count ALL meat types.
Description
Do you usually have the butcher set to "Do forever"? Have you ever killed a herb of large beasts such as Muffalo or maybe had a large number of Muffalo corpses after a man hunter pack event? Did you suddenly find yourself with a freezer completely filled with meat and stacks of meat around the butcher table with nowhere to store it?
If so, then you know that if you have a lot of large animal corpses in the freezer you have to micromanage your butchering. This mod allows you to use the "Do until" option on the butcher table so you don't have to micro manage it anymore.
Author
Rock5
Download
[18.1.0]From GitHub (https://github.com/Rock5/ButchersCanCountMeat/releases)
[18.1.0]From Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1211976907)
Source
GitHub (https://github.com/Rock5/ButchersCanCountMeat)
License:
Released under the Creative Commons License
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Kinda useful mod gonna try it.
(https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23491)
Zhentar's Sun Lamp plan Designator
Sun lamp plan designator, with tile fertility display.
Ripped from Zhentar's Vanilla Tweaks (https://ludeon.com/forums/index.php?topic=27267.msg276118#msg276118) and updated to B18.
Author
Zhentar
Ripped and updated by Rock5
Download
https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23490 (https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23490)
License
MIT License
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JTZoneButtons
Original authors page: https://ludeon.com/forums/index.php?topic=26210.msg265080#msg265080
Adds buttons for creating/expanding and deleting/shrinking stockpiles and growing zones when selecting a stockpile or growing zone.
Updated and recompiled for B18.
Author
Jamestec
Updated by Rock5
Download
[B18] JTZoneButtons.zip (https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23495)
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YES! Thank you for the update to Zhentar's Sun Lamp planner!!
I'm on a roll!
something something heroes capes :) Thanks for these useful utility mods!
Hey, the Butcher mod seems pretty useful. I added it to my already running game, but i got a bug when i made a new bill, "butcher humans" and "butcher animals". As soon as i switched to "do untill you have X" the bill turned invisible, as well as the learning helper. Only the shadow of the learning helper remained. I could still click stuff on the learning helper, but it would stay invisible. As soon as i selected something else other than the butcher table the lerning helper turned visible again, but i still cant see the butcher bills. Also the "add bill" button no longer has a drop down menu to add any new bills
I do run a lot of mods so no idea which one is the conflicting one here, but maybe you can figure something out
I don't think it's my mod. I currently have 59 mods installed and have had no such problem. I have the learning helper disabled though. I just tried turning it on and had no issues.
My mod uses harmony to patch a couple of methods so should be compatible with all well behaved mods. If there is a conflict it's most likely caused by a mod that does some overwriting of defs or code.
I suggest you carefully go through your mod list and consider which might conflict with my mod. Try disabling any mods that have anything to do with workbenches, butchery, recipes, etc. or general mods that make a lot of changes or add a lot of content. If that doesn't work you'll have to keep disabling them until you find the conflict (if there is one). You might also try changing the order of your mod list.
Good luck.
(https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23502)
RimSearch
Original authors page: https://ludeon.com/forums/index.php?topic=34228.msg349579#msg349579 (https://ludeon.com/forums/index.php?topic=34228.msg349579#msg349579)
1.0 version by Valcrafto https://ludeon.com/forums/index.php?topic=46560.msg442423#msg442423
Search for items and pawns on any map.
Author
ChJees
Updated by Rock5
Changes from original
- Removed search world option. It didn't work anyway.
- Changed default search term to ".-"
- Made Search window draggable
- Now search window doesn't close when clicking go to item
- Added close X button to window.
- When rimsearch window opens the text box gets focus. Thanks Jamestec.
The last 3 changes were made to make it easier to quickly go to multiple items in the search results.
Download
Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1219791056 (http://steamcommunity.com/sharedfiles/filedetails/?id=1219791056)
Source
Here's my source for B18 if someone wants to update it.
https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=27918 (https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=27918)
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Thank you for this awesome republication
Thanks, much appreciated. Specially those changes. Autofocus of keyboard would be nice feature too.
Do you plan to upload on Steam workshop?
Quote from: notfood on December 02, 2017, 05:19:06 PMAutofocus of keyboard would be nice feature too.
I totally agree. For the life of me, I can't figure out how to do it. I suspect the game doesn't provide for that feature.
Quote from: notfood on December 02, 2017, 05:19:06 PM
Do you plan to upload on Steam workshop?
I plan to, yes. Especially now that you have asked. :)
Added RimSearch to steam.
Check Dialog_GiveName, my guess is this.absorbInputAroundWindow = true;
I think absorbInputAroundWindowjust stops you from being able to click anything outside the window while it's open. Thanks anyway.
can you do jtexport and jtreplacewalls ? thanks lol
I'm not really interested in doing updates for mods I'm not interested in. Every colony is different and I'd develop bills as I go. So I would never use JTExport.
JTReplaceWalls I do use and I have it installed. It's available on steam and here at Jamestecs topic. I think it's a link in one of the posts near the end of the topic.
JTExport
Original authors page: https://ludeon.com/forums/index.php?topic=26210.msg265080#msg265080 (https://ludeon.com/forums/index.php?topic=26210.msg265080#msg265080)
Export and import worktable bills and stockpile settings.
Updated and recompiled for B18.
Author
Jamestec
Updated by Rock5
Download
https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23546 (https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23546)
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If you haven't found a solution to auto focusing keyboard, look at:
https://docs.unity3d.com/ScriptReference/GUI.FocusControl.html
I used it in JTMoreAreas, Dialog_RenameArea_JT, line 89.
GUI.SetNextControlName("MyTextField");
GUI.FocusControl("MyTextField");
Ooh, that's useful to know! Thanks for pointing it out
One problem I had is not being able to find the text controls name. I don't know unity but the part that seems to make the search bar controls is
searchTerm = Widgets.TextField(searchBarRect, searchTerm);
I'm not sure I understand it but searchTerm is a string, not some control.
Added JTZoneButtons and JTExport tp steam.
Holy cow your mods are awesome. You reaaally need to add ModSync Ninja (https://ludeon.com/forums/index.php?topic=34447.0) and they will be even more awesome than they already are.
Also, may I suggest updating the JT mod for "replace walls"? Is a great mod but it seems JT isn't anymore between us.
Thanks a lot, the meat counter is a great savior for when I hunt those pesky thrumbos.
I'm not really interested in ModSync at the moment.
Certainly, JTReplaceWalls would be one that I would update if it hadn't already been updated by Inky Quill. It's available on steam and at the following link for manual download. https://ludeon.com/forums/index.php?topic=26210.msg349193;topicseen#msg349193
Quote from: Rock5 on December 07, 2017, 12:27:35 AM
I'm not really interested in ModSync at the moment.
Certainly, JTReplaceWalls would be one that I would update if it hadn't already been updated by Inky Quill. It's available on steam and at the following link for manual download. https://ludeon.com/forums/index.php?topic=26210.msg349193;topicseen#msg349193
Thanks, there was no way that I could find that link myself haha.
Sad to hear that you don't want to use ModSync as easy as it is. Well, it's up to you in any case! :)
Thanks for the mod.
Not every mod need to have Modsync.
Some mod just get updated once a Rimworld release.
And Modsync isn't a downloader like the workshop.
Quote from: Rock5 on December 06, 2017, 11:48:14 AM
One problem I had is not being able to find the text controls name. I don't know unity but the part that seems to make the search bar controls is
searchTerm = Widgets.TextField(searchBarRect, searchTerm);
I'm not sure I understand it but searchTerm is a string, not some control.
The "Widgets.TextField(...)" part is what creates the text box GUI in that line; that method uses GUI.TextField (https://docs.unity3d.com/ScriptReference/GUI.TextField.html) to do so. Yes, searchTerm is just a string that gets the text box's value.
Try changing your code to:
GUI.SetNextControlName("TaggingSearchTerm");
searchTerm = Widgets.TextField(searchBarRect, searchTerm);
GUI.FocusControl("TaggingSearchTerm");
And see if the text box gets focus.
That works, but to open RimSearch you press z. When it opens, z replaces the default search string. I guess I need to clear the keyboard buffer or something? Or have it open after the key is released?
Edit: I figured it out myself, although I don't know if it's the best way to do it.
What I did is I found the part that checks for keypresses and changed
public override void GameComponentOnGUI()
{
//Check if our keybinding is pressed.
if(RimSearchDefOf.RimSearch_Search != null && RimSearchDefOf.RimSearch_Search.IsDownEvent)
{
//Is our SearchWindow on the stack?
if(Find.WindowStack.Windows.Count(window => window is SearchWindow) <= 0)
{
//If not open our window on the stack.
Find.WindowStack.Add(new SearchWindow());
}
}
}
private bool pressed = false;
public override void GameComponentOnGUI()
{
if (pressed == true && !RimSearchDefOf.RimSearch_Search.IsDownEvent)
{
pressed = false;
//Is our SearchWindow on the stack?
if(Find.WindowStack.Windows.Count(window => window is SearchWindow) <= 0)
{
//If not open our window on the stack.
Find.WindowStack.Add(new SearchWindow());
}
}
//Check if our keybinding is pressed.
if(RimSearchDefOf.RimSearch_Search != null && RimSearchDefOf.RimSearch_Search.IsDownEvent)
{
pressed = true;
}
}
Updated RimSearch. Now the search box get focus when you open RimSearch. Thanks Jamestec.
Great!
Hello Rock5, I keep getting this error no matter what I do, I don't know what mod causes this issue at all, as I don't have edited my modlist for this savegame.
It runs across saves and modload orders.
https://github.com/Rock5/ButchersCanCountMeat/issues/1
I'm not so good at reading log files. Could you point me to which error message you are talking about?
Quote from: Rock5 on December 15, 2017, 03:25:16 PM
I'm not so good at reading log files. Could you point me to which error message you are talking about?
Sure! The error goes as follows:Exception filling window for RimWorld.Dialog_BillConfig: System.ArgumentOutOfRangeException: Argument is out of range.
Previously there was this message, I think Kiame's mod "Change Dresser" is doing some conflicting patching with your mod.Parameter name: index
at System.Collections.Generic.List`1<Verse.ThingCountClass>.get_Item (int) <0x00054>
at ChangeDresser.Patch_RecipeWorkerCounter_CountProducts.Postfix (int&,Verse.RecipeWorkerCounter,RimWorld.Bill_Production) <0x00058> <<<-----
at (wrapper dynamic-method) Verse.RecipeWorkerCounter.CountProducts_Patch3 (object,RimWorld.Bill_Production) <0x001b2>
at RimWorld.Dialog_BillConfig.DoWindowContents (UnityEngine.Rect) <0x008f3>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00735>
There's also this message:
Exception filling tab RimWorld.ITab_Bills: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.ThingCountClass>.get_Item (int) <0x00054>
at ChangeDresser.Patch_RecipeWorkerCounter_CountProducts.Postfix (int&,Verse.RecipeWorkerCounter,RimWorld.Bill_Production) <0x00058>
at (wrapper dynamic-method) Verse.RecipeWorkerCounter.CountProducts_Patch3 (object,RimWorld.Bill_Production) <0x001b2>
at RimWorld.Bill_Production.CanUnpause () <0x00042>
at RimWorld.Bill_Production.get_StatusLineMinHeight () <0x00010>
at RimWorld.Bill.DoInterface (single,single,single,int) <0x001ee>
at RimWorld.BillStack.DoListing (UnityEngine.Rect,System.Func`1<System.Collections.Generic.List`1<Verse.FloatMenuOption>>,UnityEngine.Vector2&,single&) <0x004fc>
at RimWorld.ITab_Bills.FillTab () <0x00171>
at Verse.InspectTabBase/<DoTabGUI>c__AnonStorey0.<>m__0 () <0x000e3>
Hello again Rock5.
I found how to reproduce the error. Here's some detail on Kiame's Github:
https://github.com/KiameV/rimworld-changedresser/issues/24
It seems that both mods at the same time will work, but when I place a Change Dresser or Weapon Storage all goes nuts.
Going to take a look at this and I'll leave an update with what i find.
Found the issue. Fixing on my side.
Looks like you fixed it while I slept.
I can't reproduce the error, even after following your extra instructions with Weapon Storage. What did you do to fix it?
Quote from: Rock5 on December 15, 2017, 11:47:15 PM
Looks like you fixed it while I slept.
I can't reproduce the error, even after following your extra instructions with Weapon Storage. What did you do to fix it?
Maybe you already downloaded the "fixed" version of the mod?
Quote from: Rock5 on December 15, 2017, 11:47:15 PM
Looks like you fixed it while I slept.
I can't reproduce the error, even after following your extra instructions with Weapon Storage. What did you do to fix it?
In my
RecipeWorkerCounter.CountProducts Harmony Postfix I missed a null check against __instance.recipe.products :-[
It looks like the base game always has that populated - thus i never ran into an issue. In the case of "Butchers can count meat" when "Do until X" is selected recipe's
products will be null
Ok, cool. My mod does have a null check. Glad it wasn't my mod.
Hey, I don't suppose JTZoneButtons stacks up well with Kiame's ReColor Zones (https://ludeon.com/forums/index.php?topic=34111.0) does it? They both add buttons to the zone bar. Tried loading both one above the other and I don't get the expand buttons either way, unless I disable Recolor. Thought you should know. RimSearch working great with 100+ mods though, it's a lot of help, thanks!
Looks like JTZoneButtons uses it's own code to insert the designators. It doesn't use harmony or anything like that. I guess it just doesn't do as good a job at being compatible. I had a look at it but it's too complex for me to fix.
Don't forget JTZoneButtons is a pretty old mod, and since 2 releases it just get updated to work for the release and not be compatible and follow harmony or new xpath guides.
i have a few things on my todo list. if you wouldnt mind Rock5 i can take a look at rewriting JTZoneButtons w/ harmony when i have some time and send you the changes
Sure, go ahead.
Addional info for "Butchers Can Count Meat".
When you add the mod to an existing safe, it might not work proper.
Removed the old bills and added the new ones, but the butcher keep butchering.
Destroyed the table, and rebuild it, setting up the bills.
And then it works.
Hello! There is an incompatibility between JTExport and "Better Workbench Management", because of some old references from AcEnhancedCrafting (see: https://ludeon.com/forums/index.php?topic=33083.msg387953#msg387953 (https://ludeon.com/forums/index.php?topic=33083.msg387953#msg387953)).
Any chance for a compatibility patch or similar? :)
Quote from: crusader2010 on December 26, 2017, 05:24:35 PM
Hello! There is an incompatibility between JTExport and "Better Workbench Management", because of some old references from AcEnhancedCrafting (see: https://ludeon.com/forums/index.php?topic=33083.msg387953#msg387953 (https://ludeon.com/forums/index.php?topic=33083.msg387953#msg387953)).
Any chance for a compatibility patch or similar? :)
I was aware of the obsolete AcEnhancedCrafting code but, because of my limited coding skills, decided it was easier to leave it in as it seemed to have no adverse affects.
I also have Better Workbench Management installed. They don't seem to conflict for me. I had a look at your modsconfig file to see what order you have them installed but Better Workbench Management wasn't installed. You mention Outfitters. Is the conflict with Outfitters perhaps? Can you confirm that?
Edit: I just installed Outfitter as well as Outfitter Infused (what does infused do anyway?). It still works fine for me. Perhaps it's conflicting with something else.
Quote from: Rock5 on December 26, 2017, 06:47:01 PM
Quote from: crusader2010 on December 26, 2017, 05:24:35 PM
Hello! There is an incompatibility between JTExport and "Better Workbench Management", because of some old references from AcEnhancedCrafting (see: https://ludeon.com/forums/index.php?topic=33083.msg387953#msg387953 (https://ludeon.com/forums/index.php?topic=33083.msg387953#msg387953)).
Any chance for a compatibility patch or similar? :)
I was aware of the obsolete AcEnhancedCrafting code but, because of my limited coding skills, decided it was easier to leave it in as it seemed to have no adverse affects.
I also have Better Workbench Management installed. They don't seem to conflict for me. I had a look at your modsconfig file to see what order you have them installed but Better Workbench Management wasn't installed. You mention Outfitters. Is the conflict with Outfitters perhaps? Can you confirm that?
Edit: I just installed Outfitter as well as Outfitter Infused (what does infused do anyway?). It still works fine for me. Perhaps it's conflicting with something else.
I had no conflict with Outfitter (and the bug with drag and dropping bills was fixed). I tried using Better Workbench Management before and after JTExport and there was no difference (I could not set up any bills in any workbench).
PS: Infused enchants items (at random) with some extra stats/features :)
PPS: did you try creating a new workbench (e.g. butcher's table) and setting up a bill? The issue should appear right after you create the first bill of any workbench.
Still can't reproduce.
I've done my best at removing the rest of the EC references and posted it. I couldn't find my source code and the code I posted was wrong so I had to redo it. Gr...
Please test it and let me know if it worked.
https://ludeon.com/forums/index.php?topic=37177.msg383047#msg383047
Quote from: Rock5 on December 26, 2017, 08:05:06 PM
Still can't reproduce.
I've done my best at removing the rest of the EC references and posted it. I couldn't find my source code and the code I posted was wrong so I had to redo it. Gr...
Please test it and let me know if it worked.
It works perfectly! Thank you very much! Now both mods coexist happily ;D
Ok. Thanks.
I've updated the original download link and steam version.
QuoteJTExport - Export and import worktable bills and stockpile settings.
I think when you update or improve the mod next time , you can remove the stockpile setting from the mod, since vanilla got the same feature.
Could you possibly make JTCopyBills compatible with B18? I've been waiting for that mod for such a long time.
firestrock,
did you try Better Workbench Management
https://ludeon.com/forums/index.php?topic=33083.0
You can copy the bill from one table to another with that mod.
Quote from: Canute on January 15, 2018, 12:38:42 PM
firestrock,
did you try Better Workbench Management
https://ludeon.com/forums/index.php?topic=33083.0
You can copy the bill from one table to another with that mod.
Concur, using Better Workbench Management will do what you want firestrock. Plus, using that mod is just so much nicer for Bills in general, you will be VERY happy I think!
Quote from: Canute on January 15, 2018, 12:38:42 PM
firestrock,
did you try Better Workbench Management
https://ludeon.com/forums/index.php?topic=33083.0
You can copy the bill from one table to another with that mod.
Quote from: BlackSmokeDMax on January 15, 2018, 12:58:42 PM
Concur, using Better Workbench Management will do what you want firestrock. Plus, using that mod is just so much nicer for Bills in general, you will be VERY happy I think!
I'm already using this mod but it doesn't do what I need it to. I don't want to just copy worktable bills, but surgery bills on creatures. As far as I know Better Workbench Management can't do that.
Quote from: firestrock on January 31, 2018, 09:18:32 AM
Quote from: Canute on January 15, 2018, 12:38:42 PM
firestrock,
did you try Better Workbench Management
https://ludeon.com/forums/index.php?topic=33083.0
You can copy the bill from one table to another with that mod.
Quote from: BlackSmokeDMax on January 15, 2018, 12:58:42 PM
Concur, using Better Workbench Management will do what you want firestrock. Plus, using that mod is just so much nicer for Bills in general, you will be VERY happy I think!
I'm already using this mod but it doesn't do what I need it to. I don't want to just copy worktable bills, but surgery bills on creatures. As far as I know Better Workbench Management can't do that.
Believe you are correct there, pretty sure it does nothing for surgery. Did JTCopybills actually do that as well?
Quote from: BlackSmokeDMax on January 31, 2018, 01:14:00 PM
Believe you are correct there, pretty sure it does nothing for surgery. Did JTCopybills actually do that as well?
I never actually tried it, but it says so in the mod description (https://steamcommunity.com/sharedfiles/filedetails/?id=779460068) so I'd assume it did.
Any thoughts on taking a crack at JTExport to extend that function to pawn surgery bills? Fully 'borging them's a pain when you have ~30 different surgeries to do between limbs and organs and others, plus the way the menu shifts based on what's already installed or missing makes macros unviable. Being able to cook up a few bill files and then import them in various stages would make this a far less painful task - plus, one-stop prisoner harvesting!
Does JTZoneButtons work on stockpiles for anyone else? It works on grow zones for me, but not the stockpiles...
For me it doesn't work either on stockpiles or growing zones ;) I think it fails to work if any other mod touches the zones' designators. I believe in A14 I was able to workaround it by manually adding the designators in XML, but I can't do it now. I'd really wish it'd be rewritten to increase its compatibility.
Quote from: PASorenson on February 18, 2018, 01:07:36 PM
Any thoughts on taking a crack at JTExport to extend that function to pawn surgery bills? Fully 'borging them's a pain when you have ~30 different surgeries to do between limbs and organs and others, plus the way the menu shifts based on what's already installed or missing makes macros unviable. Being able to cook up a few bill files and then import them in various stages would make this a far less painful task - plus, one-stop prisoner harvesting!
It's would be nice if we had a mod for this at some point. It's been quite a while and all the organ hoarders are having a hard time :'(
Quote from: Rock5 on December 05, 2017, 09:05:16 PM
JTExport
Original authors page: https://ludeon.com/forums/index.php?topic=26210.msg265080#msg265080 (https://ludeon.com/forums/index.php?topic=26210.msg265080#msg265080)
Export and import worktable bills and stockpile settings.
Updated and recompiled for B18.
Author
Jamestec
Updated by Rock5
Download
https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23546 (https://ludeon.com/forums/index.php?action=dlattach;topic=37177.0;attach=23546)
awesome mod thanks
Looks like "Butcher Can Count Meat" will no longer be necessary, seems to be in vanilla now.
Probably already mentioned awhile back but ZoneButtons directly rewrites button options for vanilla stockpile/zone definitions and nothing else, so if other mods create their own buttons for stockpiles (like Kiame's Recolor) it'll blow away ZB's buttons, and Cupro's Preset Filtered Zones do not get touched presumably because they aren't defined as vanilla zones (or JTZB is specifically targeting "Growing", "Stockpile" and "Dumping Stockpile" for its modifications.)
Hi, Can you reupload JT export? The current link gives an error saying you are not allowed to access this section.
Quote from: alexus30f on August 16, 2018, 12:27:04 PM
Hi, Can you reupload JT export? The current link gives an error saying you are not allowed to access this section.
For now, maybe try this: https://steamcommunity.com/sharedfiles/filedetails/?id=1467209473
If you don't use Steam, here is a link to a link to download it from github: https://ludeon.com/forums/index.php?topic=43369.msg427840#msg427840
Hey Rock5!
Hope you are coming back at some point, would love an update on your mods!
For anyone looking for a way to save/load crafting bills i've added support to Save Storage Settings
https://ludeon.com/forums/index.php?topic=34075.0
(https://steamuserimages-a.akamaihd.net/ugc/963096426579612171/AA0F303A4AC9CD36BF0CE5B6F7F3D801680D2A92/)
Will you update the lamp designator? Or is there an alternative?
This workshop mod might be close to what you're looking for
https://steamcommunity.com/sharedfiles/filedetails/?id=1445442785
It's b19 but should work in 1.0
Quote from: Kiame on October 29, 2018, 07:02:10 PM
This workshop mod might be close to what you're looking for
https://steamcommunity.com/sharedfiles/filedetails/?id=1445442785 (https://steamcommunity.com/sharedfiles/filedetails/?id=1445442785)
It's b19 but should work in 1.0
This look great. It should really help in my planning. But it can never replace sun lamp designator. :)
I just had a search and it looks like I've lost my source code for it unfortunately. Maybe it didn't survive the last hard drive failure I had.
In fact if anyone still has a copy of the [B18] version of Sun Lamp Designator I would love it if they would send a copy to me.
Valcrafto has updated Rimsearch to 1.0.
https://ludeon.com/forums/index.php?topic=46560.msg442423#msg442423 (https://ludeon.com/forums/index.php?topic=46560.msg442423#msg442423)
He also has a version on steam.
Quote from: Rock5 on November 12, 2018, 09:16:45 PM
Valcrafto has updated Rimsearch to 1.0.
https://ludeon.com/forums/index.php?topic=46560.msg442423#msg442423 (https://ludeon.com/forums/index.php?topic=46560.msg442423#msg442423)
He also has a version on steam.
Any plans to update the sun lamp planner?
Like I said in the post just above that one, I lost my source code for the sun lamp designator. I wish I hadn't. It was a cool mod.
Quote from: Rock5 on November 16, 2018, 02:32:03 AM
Like I said in the post just above that one, I lost my source code for the sun lamp designator. I wish I hadn't. It was a cool mod.
You could copy the code using ilspy.
Quote from: Rock5 on November 16, 2018, 02:32:03 AM
Like I said in the post just above that one, I lost my source code for the sun lamp designator. I wish I hadn't. It was a cool mod.
Darn!
Sorry about missing that post, my eyes must have just glossed right over it!
Oh, and I certainly have a copy of the B18 version. Will attach it in a second here. (likely the extra wording in that file name is part of my archiving system)
[attachment deleted due to age]
Here's the source from dlspy from BlackSmokeDMax's post
[attachment deleted due to age]
Quote from: Rock5 on November 12, 2018, 08:59:47 PM
This look great. It should really help in my planning. But it can never replace sun lamp designator. :)
I just had a search and it looks like I've lost my source code for it unfortunately. Maybe it didn't survive the last hard drive failure I had.
In fact if anyone still has a copy of the [B18] version of Sun Lamp Designator I would love it if they would send a copy to me.
If you dont mind, you could take the original source from A16, from Zhentar:
https://github.com/Zhentar/ZhentarTweaks
I think it was you the one that did it the first time, right?
Quote from: BlackSmokeDMax on November 16, 2018, 01:15:25 PM
Darn!
Sorry about missing that post, my eyes must have just glossed right over it!
Oh, and I certainly have a copy of the B18 version. Will attach it in a second here. (likely the extra wording in that file name is part of my archiving system)
Thank you so much. I'm not planning to update it anytime soon but at least if someone asks me if they can update it I have a copy to give them.
Quote from: Kiame on November 16, 2018, 01:47:36 PM
Here's the source from dlspy from BlackSmokeDMax's post
Thanks but I can decompile it myself if/when I need it.
Quote from: Alenerel on November 17, 2018, 04:43:21 AM
If you dont mind, you could take the original source from A16, from Zhentar:
https://github.com/Zhentar/ZhentarTweaks (https://github.com/Zhentar/ZhentarTweaks)
I think it was you the one that did it the first time, right?
That is correct. I thought of that but it would be easier to update from B18 than from B16. Also the main reason I wanted a copy is just to save a copy of my work.