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Messages - sgtarpin

#1

1.0 is already available. Tynan started a thread about in general discussion yesterday specifically to let modders know 1.0 is feature locked and ready to be modded.
[/quote]

Yep, then that's my question. I'm just curious if skipping b19 was in an effort to get it out sooner for 1.0, to buy some downtime for NIA after their injury, or some other reason. Will skipping b19 positively impact the release time of CE 1.0?
#2
Quote from: NoImageAvailable on October 02, 2018, 09:20:47 AM
With Rimworld 1.0 around the corner now I have therefore decided to skip B19 entirely and go straight into a 1.0 release.

If Tynan does what he normally does, and makes 1.0 available before it is officially released, will there be development on CE during that time? CE does not seem to attempt updates based on test branch releases historically. Development does not seem to typically start until the version is officially releases.
#3
Has this been posted to steam and was it recently deleted? I swear I was using verify start (or something like it) a week or two ago and now it's gone.
#5
Help / Re: Modifying Medieval Times Artisan Table
November 26, 2017, 09:29:26 PM
That's what I needed to know. Thank you!
#6
Help / Re: Modifying Medieval Times Artisan Table
November 23, 2017, 11:53:40 PM
I am trying to take the things from here:

Core/Defs/ThingDefs_Buildings/Buildings_Art.xml

and allow them to additionally be crafted at the Artisan Table in the Medieval Times mod.

I can see that the job that tells the pawn to do the bills at the workstation is in the MedTimes_WorkGivers.xml. I can see that the Artisan workstation is defined in the MedTimes_Buildings_Medieval.xml. I can see that the objects that are created at the station are defined in the MedTimes_Buildings_Art.xml.

I don't know what property for the workstation determines what bills are possible, and I don't know how the objects that are created are linked to those bills.
#7
Mods / [Mod Request] Remove Researches
November 23, 2017, 10:40:19 PM
Is there currently, or could we get, a mod that allows you to prohibit researches in the scenario editor similarly to how there is an option to prohibit the option of building particular things? For example, if I wanted to play a completely tribal game, I would be able to remove the ability to research electricity and all of its dependent researches. I know you could simply just not research it, but being able to clean up prohibited would be nice for sharing/publishing scenarios.
#8
Help / Modifying Medieval Times Artisan Table
November 23, 2017, 10:23:12 PM
I'm trying to modify the Artisan Table from Medieval Times to be able to craft normal sculptures from it as well. I'm hoping to learn a bit about modding as well. I thought that I should be able to either allow the artisan table to use the sculpture recipes either through the table's def or though the def for the objects that can already be created at the table. There are no recipes listed that the table can craft in the table's def, and adding the sculpture recipes to the location of the arts that the mod adds in does nothing either. I'm not sure what I'm missing. I'm not sure I understand how the mod is telling the table that it can craft the things it can, and in general, how to tell the table it can craft the arts from core. Can someone help me do this and explain why it works?
#9
Mods / [Mod Request] a17 Pathing Fix
August 09, 2017, 02:25:07 AM
I know that the pathing bug is already scheduled to be fixed in a18, but who knows how long that will be? I bet Fluffy will be done with his work tab mod update by the time that comes out (heyoooohhhh!!!!). There's the pathing mod that's already out there, but it is not as helpful as this requested mod would be since you would have to draw and delete paths all the time around trees and rocks and whatever else the current inane pathing algorithm takes you through. This mod would make the pawns take a smart(er) path more like they did in a16. Is there already an unofficial patch out there for this problem, and if not, could someone make one?
#10
General Discussion / Changelog?
January 31, 2017, 02:54:10 PM
Is there a place I can see the small version changes made between large versions? For example, today they introduced a feature that allows you to automatically restart rimworld when you change your mods. That is awesome! I'm like to see if there are some other little changes I can look for so I can help to provide feedback to the dev team. I really like to help in alpha games by providing feedback on implemented changes or features.
#11
General Discussion / Re: How do you use Luciferium?
January 31, 2017, 02:47:58 PM
I would use Luciferium if it was officially craftable somehow. I know there are mods out there that make this possible, but my playthroughs are already modded to ****, so am very picky with adding more. I only like using mods to improve quality of life, not to add more content.