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Messages - CoffeeAndBrrt

#1
I did it through a tool called dnSpy. I would recommend waiting for Tynan to release a fix unless your comfortable de/recompiling your DLLs. If you are comfortable, the function I hacked was Verse.Designation.DesignationOn(Thing, DesignationDef) - adding a null check resolved the issue for me.
#2
Looks like its related to a missing def from the DLC; I stubbed in a if null return null check in DesignationOn and I can interact with Corpses again (and no flicker).
#3
Quote from: BlueWinds on August 12, 2017, 03:03:58 PM
One thing though, can you rename about.xml to About.xml? Not sure about other platforms, but my game (on Linux) couldn't find the file until I capitalized the name (like all the other mods I use do). Thanks. :)

Will do, is there any other casing problems I should be aware of?

Quote from: kaptain_kavern on August 12, 2017, 04:23:27 PM
I'm looking forward to trying this one. Thank you for your works.

Is it me or there's nothing coffee related in the mod beside your name?  ;D

All the coffee went into the development.
#4
Highly arid zones (low rainfall in the worldmap) would mean giving a boost to fire to spread (but not start), whereas less arid zones (high rainfall) would penalize fire spreading. The idea is that more rainfall means more ambient moisture (on the ground, air, etc) and small fires are less likely to grow large. I don't like the way tropical rainforests play ATM because the high tree density tends to burn everything with little to no chance of stopping it without forcing the rain.
#5
Outdated / [A17] Coffee and Fire, a wildfire rebalance
August 11, 2017, 05:44:26 PM
Description:
A rebalance of wildfires so that the game no longer feels pressured to put them out.

Features:

  • Plants which are not fully grown will burn quicker
  • Grasses and similar plants have had hitpoints adjusted to allow wildfires, but dissuade worldfires from taking effect
  • New emergent burn patterns other than 'giant flaming ball of death'
  • By default, the storyteller will now no longer suppress long burning fires (configurable)
  • Building burning unaffected

With no FireWatcher in effect, colonists should prioritize fighting or containing local wildfires rather than waiting for the rain, but not all lightning strikes (or boomalope) will start wildfires of doom. Trees, bushes, and crops are now the main progenitors of wildfire, rather than any nonempty square.

Requirements:
  • Hugslib (not included)

Compatibility:
Vanilla:
  • The AI Firewatcher disable and quicker burning plants will work with existing saves, but default lower MaxHitPoint totals will not apply to plants already spawned.
Mods:
  • Will probably not work with the "No FireWatcher" mod.

Future directions:
  • Configurable AI sprinklers rather than all or nothing.
  • Take into account zone aridness to make fire more / less likely to spread
  • Additional balancing as needed

Can modpack makers include your mod in their modpack? YES
Can other modders make derivative mods based on yours? YES, with credit




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