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Messages - MarvinKosh

Pages: [1] 2 3 ... 125
1
Releases / Re: [1.0] Marvin's Stuff
« on: April 28, 2019, 11:43:53 AM »
Hey folks.

Just so you know, I'm not planning on doing much with my RimWorld mods for a while.

Partly, it's just that I need a break, and have been taking a break for a while now. But also, I found that increasingly I spent more of my modding time not actually adding anything that I wanted, but trying to do this or that thing that someone else wanted.

I also find that I'm not really equal to the task of making my mods compatible with other mods, because a) there's a lot of mods out there, and b) the process of making them compatible is actually way beyond my understanding at times.

So, I'm going to post the source for a lot of my mods and let other people tackle compatibility issues if they want to, so that I can level up my understanding at my own pace instead of trying to cram it all into my underlevelled brain. ;)

Thanks for using my mods. I know that they bring you a lot of fun and in some cases, sanity. I'll be around, just, doing other things. :)

2
Tools / Re: [LIB] Things Go Wrong 1.0.4
« on: March 25, 2019, 04:44:25 AM »
Okay, no worries. I just looked at line 77 of IncidentWorker_Raid.cs and I see what you mean. I'll factor it into the next version.

3
Tools / Re: [LIB] Things Go Wrong 1.0.1
« on: March 22, 2019, 10:53:14 AM »
Hmm, if I'm reading the Harmony wiki correctly, then the problem might be that I need to search through the TwitchToolkit assembly, not the RimWorld assembly (which I think would be the default value) which would explain why it cannot find the target method - it literally doesn't exist where it's looking. But that's just my guess.

Edit: Yep, that was the problem. Also, I fixed the settings screen not showing up. Now I just need to test that it actually does something. :)

4
Releases / Re: [1.0] Marvin's Stuff
« on: March 11, 2019, 10:25:27 AM »
By the way, I had a look at Deep Storage. It's not going to be as easy as I thought to add compatibility for Please Haul Perishables. tbh, I have a vague idea, that's about it. Sorry.

5
Releases / Re: [1.0] Marvin's Stuff
« on: March 09, 2019, 06:06:56 AM »
The B18 version of the mod should work in 1.0 - I just haven't had time to test and release it again.

6
Releases / Re: [1.0] Marvin's Stuff
« on: March 03, 2019, 07:37:48 AM »
That could be the issue. I'll have to take a look at that mod and see if I can adjust Please Haul Perishables accordingly. Thanks!

7
Releases / Re: [1.0] Marvin's Stuff
« on: March 01, 2019, 11:36:00 AM »
Actually shouldn't be that laggy any more. I did an optimisation on it so that the lists of things to be hauled are generated less frequently. Are you running the latest version?

8
Releases / Re: [1.0] Marvin's Stuff
« on: January 26, 2019, 11:44:03 AM »
Less Incident Trolling (1.0)

v1.4.8 "Hey, My Room is Fine" test version

Changes some incidents so they happen less often, alters the fraction of colonists affected by disease, and alters some mental breaks and mental states so they aren't picked so often or end earlier than usual.
   
Solar Flare: minimum time to repeat is 95 days.
Toxic Fallout: Earliest day it can occur is day 60.
Heat Wave, Cold Snap: minimum time to repeat is 65 days.
Cold Snap: Earliest it can occur is day 40.

Outbreaks of the vanilla game diseases will affect a smaller number of colonists. It used to be up to half of your colonists, now it's a third instead.

Adds some preconditions for mental breaks.
  • Food binging can only happen when a colonist is starving.
  • Drug binging can only happen when a colonist's chemical needs are low.
  • Colonists can only wander in their own room if it is clean, pretty and fairly spacious.

Allows some mental states to end earlier than usual.
  • Psychotic wandering ends early if the colonists begins to starve.
  • Sad wandering ends early if the colonist is ravenously hungry.

Download from Dropbox (direct download): https://www.dropbox.com/s/pml0o7m3tmcfajj/MarvsLessIncidentTrolling148_R1_TEST.zip?dl=0

9
Releases / Re: [1.0] Marvin's Stuff
« on: January 08, 2019, 01:51:30 PM »
Quote
Please Haul Perishables: caught exception, Megasloth meat x40 has null room : System.NullReferenceException: Object reference not set to an instance of an object at PleaseHaulPerishables.ModdedStoreUtil.TryFindBestBetterStoreCellFor

What's going on? Can I ignore these errors?

It seems like you're using an old version of the mod. Please update to v1.5.2 :)

10
Tools / [LIB] Things Go Wrong 1.0.4
« on: December 20, 2018, 09:56:16 AM »
Things Go Wrong

This is a test implementation of Things Go Wrong designed to target TwitchToolkit.

It uses functions from my mod Sometimes Raids Go Wrong but has been adapted to work with TwitchToolkit. You do not need Sometimes Raids Go Wrong to use this mod, but you do need TwitchToolkit.

What it does is sometimes randomly override TwitchToolkit's raids (the chance can be adjusted in the mod settings page) and make something go wrong.

For normal raids, you will still need Sometimes Raids Go Wrong.

Untested at this time.

Download from Dropbox (source is in the Source folder): https://www.dropbox.com/s/2rh35wuyy1edkno/MarvsThingsGoWrong104_TEST_R1.zip?dl=1

Changelog:
v1.0.4
- Fixed chance=0 or chance=100 not working as they should.
- Fixed for loop error.
- New patching (thanks to Hodl). This version targets v1.7 of TwitchToolkit, so quote is not working yet.

v1.0.2 & v1.0.3
- Updated to target newest version of TwitchToolkit.
- Fixed bad Harmony patching (needed to target TwitchToolkit's assembly).
- Fixed settings menu.

v1.0.1
- TwitchToolkit random storyteller gets an additional roll when deciding whether to choose a Bad, Neutral or Good outcome.
- A random roll to decide the type of outcome is made. Randy gets an additional roll and takes the better result.
- Updated to patch TwitchToolkit's raids.

v1.0.0
- Initial concept, turning Sometimes Raids Go Wrong's events into outcomes which could be triggered for more than just raids. Non-functional, but nice to look at.


11
Honestly, even a few cents of paywall is going to result in players looking for mods that are free.

If Steam wants to offer a way for users to sub up and support mod creators (in much the same way that Twitch allows viewers to sub to streamers) without there being a paywall on the mods, then that would be great. Probably won't happen. But why they didn't do that in the first place, I have no idea.

12
Just buy it again for steam to support ludeon (even more!) and download the mods there and copy them over.  ;)

The SteamCMD solution is for that situation where you already have RimWorld in your Steam Library but you don't need/want to install the Steam version because you already have the non-Steam flavour of RimWorld installed.

13
Could be that SteamCMD doesn't have permission to write to the folder you're running it in. Run it in a folder where it will be able to write. I was able to get the mod just now with no problems.

14
Mod bugs / Re: Bug that dosen't let me order colonists to do something
« on: November 20, 2018, 04:21:08 AM »
Please Haul Perishables just updated today, so that might fix this bug. I can't say for sure without knowing what's in your mod list.

15
Releases / Re: [1.0] Mod Announcements Thread
« on: November 20, 2018, 02:03:12 AM »
Please Haul Perishables

This is the mod you want if your rice and other things aren't being hauled urgently enough to keep them from rotting away.

v1.4.9 "Things and Random Defs In Stuff" stable version

New stuff:

- Added Pick Up and Haul compatibility.
- The stack threshold to haul some things is decided by pawn capacity rather than just by the max stack size.
- Optimisations. The lists of things to haul are not generated as often, and are cached in memory.

See the Ludeon forums post for details and how to download.


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