I updated (actually fully rewrote using Harmony and Hugslib) caravan speed fix here.
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#2
Outdated / [A17] Caravan Speed Fix
June 20, 2017, 09:03:15 AM
Initial work by koisama, who found the caravan speed bug. I just upgraded his mod to A17 and rewrote it to use Harmony patches with Hugslib instead of detours.
Downloads and links
Repository link:
https://github.com/ave-/RimworldCaravanSpeedFix
Steam link:
Caravan Speed Fix
Direct download from GitHub:
https://github.com/ave-/RimworldCaravanSpeedFix/releases
Co-authors
koisama: I used his A16 Caravan Speed Fix which I reworked from using detours into using Harmony and Hugslib.
Permissions
You are allowed to use this mod in any non-commercial way possible, I also give you my permission to include it into any modpack.
#3
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
January 30, 2017, 05:44:23 PM
Clothing rack does not allow storing more than 2 same items on itself, copying the equipment rack behavior. Is it intended? There are 5 power armor helmets nearby, all of 100% health, all of the same quality, and clothing rack allows storing only 2 of them. The only thing that is different for them is their coloring. May be that is what preventing them from stacking?
#4
Bugs / [A16] Immunity gain speed age multiplier is calculated wrongly
January 25, 2017, 04:00:19 AM
Calculate immunity reduction from pawn's own race life expectancy, not from fixed 100 years (or is it 80?).
For example, I have a 25-year old megasloth (who has 20 year life expectancy), and he has 100% age multiplier.
And I have a 75-year old thrumbo that has 82% age multiplier, the thrumbo's race life expectancy is 220 years.
So, it seems that age multiplier is calculated from human life expectancy, not from pawn's own race longevity.
For example, I have a 25-year old megasloth (who has 20 year life expectancy), and he has 100% age multiplier.
And I have a 75-year old thrumbo that has 82% age multiplier, the thrumbo's race life expectancy is 220 years.
So, it seems that age multiplier is calculated from human life expectancy, not from pawn's own race longevity.
#5
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
January 19, 2017, 04:09:08 AM
Can Dermal Regenerator be extended (with proper !!SCIENCE!!research, ofc) to tend also animal skin issues?
#6
General Discussion / Re: Question about forced miss range.
October 08, 2016, 06:48:16 PM
As I understand, this is not an "anything below that radius automiss", but is a "spread around aiming point by N tiles". So, any missed shot has a chance to hit into any tile in N radius from aiming point.
#7
Bugs / Re: Traders should respect techLevel to a maximum of the Spacer level
October 05, 2016, 07:08:53 PMQuote from: nccvoyager on October 05, 2016, 05:22:42 PMArtifacts do not have techLevel at all.
Wouldn't this cause traders to be unable to buy/sell artifacts?
#8
Bugs / Re: Traders should respect techLevel to a maximum of the Spacer level
October 05, 2016, 10:28:14 AMQuote from: ItchyFlea on October 05, 2016, 02:16:16 AMCurrently they don't sell any (due to Tradeability:Never is set for all mechanoid weapons in vanilla). I have created a modded weapon with techLevel:Ultra tag (for mechanoids) and forgot to add the Tradeability:Never. To much of my amusement the very first caravan from outlander faction in a test game presents this weapon to my colonists!. Then I started to dig into why this is possible and found that bug. It is really minor, but as a safety precaution the techLevel limits should be set for all traders, not only neolithic.
Which weapons do the traders sell that they shouldn't be selling to the player?
#9
Bugs / Traders should respect techLevel to a maximum of the Spacer level
October 03, 2016, 04:20:12 AM
Currently all weapon traders (with the exception of neolithic traders) do not respect techLevel and thus can sell Ultra tech weapons that are not intended to be acquired by the player (they do not drop from mechanoid faction). While I see that this is circumvented by Tradeability:Never tag in weapon def, any new additions to the Ultra techlevel weapon pool without that tag can also be possibly sold by those weapon traders.
#10
Ideas / Re: Recipe categories - for easier modding
October 09, 2015, 07:33:08 AM
Well disregard this, TIL about "recipeUsers" tag in recipes and items.

#11
Ideas / Recipe categories - for easier modding
October 09, 2015, 05:11:31 AM
How about adding new Def - RecipeCategoryDef? It is something like 'recipe grouping' and you can add this category to building definition - and it then can produce items from all the recipes in that group.
Simple example - define 'Cooking' category and you can extend cooking stove (which will use that category instead of recipe list) without overwriting it in your mod by simply adding new meal recipes with that category.
Simple example - define 'Cooking' category and you can extend cooking stove (which will use that category instead of recipe list) without overwriting it in your mod by simply adding new meal recipes with that category.
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