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Messages - ruyan

#1
Yeah I already modified some of your xpathing, testing the loading speeds by using a multi select version. The difference is miniscule since there are not enough passes to make a huge difference I guess.

I do have a couple fixes like architect icons for different mods (icons made by me), a fix for architect icons when extended storage EXTENDED is installed (it changes the storage tab name so the icon is lost) and putting Industrial Rollers behind electricity research. Do you want a pull request on those and look over them?
#2
Thank you so much for your mods mate. Not only do I like the changes you've made, I also appreciate the fact that you put DocsWorld on Github as I use it to learn about xml modding in Rimworld and already made some changes that fit my mod setting.
Cheers
#4
Releases / Re: [1.0] Psychology (2018-10-30)
October 31, 2018, 02:23:20 AM
Quote from: Linq on October 31, 2018, 01:22:07 AM
Updated to 1.0. As a result of all the translation changes, I've just gone ahead and ditched all the old translations. I'd appreciate it if bilingual Psychology users would contribute up-to-date translations for the latest version.


Aww, that means the shit show on your workshop page comes to an end.... *throws away popcorn*

My favorite comment was:
QuoteMental break: The Word-Mule is binging on Rainbow Six Siege.
:-D

Cheers mate <3
#5
Seeds Please has been updated to 1.0: https://github.com/notfood/RimWorld-SeedsPlease
I guess the patch needs some lovin, loading Wild Cultivation and Seeds Please thows the following:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference: No Verse.ThingDef named PlantAgave found to give to SeedsPlease.SeedDef SeedAgave
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference to Verse.ThingDef named PlantBrambles (wanter=sources)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference to Verse.ThingDef named PlantClivia (wanter=sources)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Could not resolve cross-reference to Verse.ThingDef named PlantSaguaroCactus (wanter=sources)
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


Is this on your end, or should I report to Seeds Please?
Cheers
#6
Use this fork instead... worked in 0.19, he updated to 1.0 but I didn't test yet
https://github.com/azelion/RW_ColonistBarKF
#7
Oh Lumi is all better now? Last time I saw him he was wandering around like an idiot! :-P

I am holding off on starting a new colony till your mod is out btw, every time I start one I find myself tabbing out of the game all the time to check this thread... So I'll just stay here and wait! :-D

The arrows on the storage pool look strange with the offset, maybe have them centered? That's like the only thing I can contribute :-(
#8
That's what I made them for! :-)
I am not sure about the power consumption balancing, but I tried to make them fit with other workbenches and stuff.

*edit* Added support for EPOE2, TiberiumRim and Misc_Robots... will add more over time
#9
Here's my patch for Rah's Bionics and Surgery Expansion, formerly known as EPOE Hardcore.
Thanks for the mod, great idea!

*edit*
So I had some time on my hands and did some more "patches" for the pack I'm using... For simplicity I uploaded them to Github here. If anyone has any wishes what mods to support, let me know, I'm on a run ;-)
So far I added:
- Vegetable Garden
- Electric Stonecutting
- RBSE
- Deep Core Drill
- DTC Weapons

[attachment deleted by admin due to age]
#10
Hey Rah,

thanks for asking the alien guy for a patch, much appreciated!
In return I present my first ever Rimworld "patch" myself :-P
RePower re-balances the power consumption of workbenches. They consume much less when idle, but much more when in use.
Tested and works fine, it's really simple as the author provided a sample def, but you might want to have a look because... I'm a noob :-P

Cheers,
ru

*edit* thinking about it... it doesn't really make sense for you to ship this, does it? :P I've posted it in the RePower thread as well, so they will point to it I guess. Anyway, I made something! :D

[attachment deleted by admin due to age]
#11
Hey guys,

thanks Rah for making this, it has been loads of fun on my first ever Rimworld run!
So I've been finally wiped by RNC and wanted to up my mod game for my second run and came across the RimFactions mod, they provide a EPOE fix here, but I had to realize, that it's for the non hardcore version and if possible I would rather stick with yours.
So I've looked at the files and saw that there are some references to stuff you took out and tried to fix them myself, but had to realize that I lack the specific understanding on how things work.
Before I dig any deeper and spend hours trial and error-ing my way through the def files, I thought it wouldn't hurt to ask someone to give me advice on what has changed from the original and what to look out for.
Of course if someone would rather do the edits themself instead of explaining it to someone without any modding experience at all, you'd be my new personal hero for the day (maybe two)! :)

Oh and if someone has a mod tip that goes along well with EPOE, please let me know!

Cheers, first post, loving this community so far! <3