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Messages - Telkir

#16
Just tested with only TMods activated and couldn't replicate this.
#17
Updated to 1.18.4b, adding support for ModSync.
#18
@BTAxis - this was fixed in 1.18.3 as mentioned at the top of the first post. If you download the newest zip then dressers and end tables should work just fine.
#19
[T] MoreBeds doesn't add those items. They were a new addition to vanilla RimWorld in B18.
#20
I'm sorry for the inconvenience. 1.18.4 is now available to improve the standardisation; I'll update the Nexus and Steam later.

Bitly is misbehaving so I can't provide a neat link but here's the Dropbox URL:
https://www.dropbox.com/s/capmfemnlproyec/TMods-1184.zip?dl=0
#21
Just released a minor fix for MoreFloors so that all the added floors now require "heavy" affordance. No more cheesy terraforming... :P

If you already downloaded 1.18.1 then you can grab this small patch and overwrite your existing files.
#22
Oh, new alpha time again... :)

I'll be starting to update TMods for RimWorld A18 ready for the official release (whenever that is) over the next few days and will post a ZIP in the first post for indev players to enjoy when it's done. I won't be pushing updates to Steam until A18 is officially available.

There won't be any new major features in this update; sorry! I'll only be doing the usual balance and error checks. All of the existing idiosyncrasies of various mods will remain as they are.

Also, a heads-up - it's likely this will be the last TMods update from me since I feel that I've taken the mods as far as my skill and interest allow. Once A18 is done, I'll be happy to hear from anyone who wants to take over and tackle some of the more longstanding quirks.

November 05, 2017
Double post for great justice; A18 version is now available for testing. :)

ExpandedCrops has a fix to the patch that makes sure kitchen cupboards can work with electric stoves and not just fuelled stoves.

November 18, 2017
No problems have been found so far with the Beta 18 prerelease of TMods so I'll make them available on the Nexus and on Steam now. Have fun!
#23
@cucumpear - You may well be right! At this late stage it's a bit of a moot point, though. :)
#24
@EstebanLB01 - Deconstruction recipes were on the textile bench because prior to A17, I would have had to redefine the vanilla tailoring bench def to put the recipes there (which is bad for compatibility). Now we have patching, it was an oversight on my part to leave it how it is, but it's a minor issue that won't change until the next major version.

Making a single deconstruction bill that accepts any apparel item means that a hat would give the same amount of cloth as a parka, which isn't balanced. Any piece of apparel should only return a percentage of what you'd need to craft a new one.

I know how salvaging behaves and I appreciate it's not perfect - it also doesn't factor in the condition of the garment you're deconstructing, which it should. Again, for the next major update, I'll make an effort to see how other mods handle this and try to make improvements.
#25
@ololo86 - No, thanks to the wonders of glitter technology, plasteel floors won't ever break down. :P
#26
Links for 1.17.2 have been updated everywhere. Pushing to Steam now. Should fix a minor oversight with ExpandedCloth where bowler hats wouldn't be covered by the "deconstruct hat" bill. Also replaced my janky patch with dismar's shiny one, as above.
#27
@SuedKAT - Definitely another mod causing that because linking works fine with just ExpandedCrops enabled :)

@dismar - Thank you! That's more elegant than how I was doing things so I'll use it to replace my code. Update incoming shortly...

@123nick - Grab the bull by the horns, my friend, and try doing it yourself! I promise it's not hard. Search for and open the Defs/TerrainDefs/MoreFloorsTerrainsMetal.xml file, copy all of the FloorPlasteel data and paste it below (but before the ending </TerrainDefs> tag). Change the defName to something different, remove the <Component>1</Component> line, fiddle with everything else to your liking, save the file, and hey presto! You just started modding. :P
#28
@Awrawra - No need to apologise :) I'm happy that we're finding the true problem! I can't check which mod adds the patched shirt just now but I'll take a look at that tomorrow and see what I can find.

@SuedKAT - Up to A16, the Model T stove was the best way of maximising the compatibility of ExpandedCrops. Without a separate stove I would've needed to redefine the vanilla stove definitions, and any mod that did the same thing would immediately create a conflict - whichever mod was loaded last would "win".

With A17, XML patch operations can append new recipes onto vanilla workbenches in a completely conflict-free way - my added stove wasn't needed any more, so it got the chop.

If you check it yourself, you should find that kitchen cupboards are definitely still useful because they now link to both types of vanilla stove. :)
#29
@Awrawra - I spent a while over the last couple of days downloading mods and getting my RimWorld to have the exact same load order as yours. Unfortunately, I'm still not able to replicate the problem.

How I am testing:
* Run RimWorld and ensure all mods are activated
* Turn on developer mode in Options
* Start a new colony - pick any location / starting colonists
* Activate god mode
* Place a textile bench from ExpandedCloth
* Use debug action "Tool: Try place near thing..." to create some apparel near the bench (I picked button-down shirt)
* On the textile bench, add a "Deconstruct shirt" bill and click the "Details..." button for it
* Change the allowed hit points slider to any value less than 100%
* Run the game for a while - none of the spawned shirts are taken to be deconstructed
* Return to the bill details screen and change the allowed hit points slider to 100%
* A shirt is taken and is deconstructed

From checking your mod list I would offer a few observations:

* You have both MoreBedsCloth and MoreBedsVanilla activated. You only need one. Read the mod descriptions to figure out which you want to keep.
* You have both Glitter Tech and Glitter Tech (No Surgery) activated. Again, you only need one.
* I'm seeing several errors on startup - see this pic - though none appear to be fatal - do you get the same?
#30
@Awrawra - I'm not seeing that problem with just ExpandedCloth activated. This seems to be a conflict with another mod you are using. If you can give me more information on what other mods you're using (and your load order) then I can check this further.

@neco37 - Yes! I'd be happy to include it in the next update and give you credit in the OP. If you package the files up and give me a link then I'll get that added.

@asquirrel - Vegetable Garden already adds virtually everything in ExpandedCrops. To answer the question you asked, I don't know of any compatibility problems, but really I'd recommend that you just use one or the other and not both.