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Messages - Fluffy (l2032)

Pages: [1] 2 3 ... 91
1
Bugs / [1.1.2624] Replace MapMeshFlag enum with def?
« on: May 17, 2020, 04:55:22 PM »
Enums are hardcoded and make modding harder. Please consider replacing this enum with a def-based system. I do realize that this might be a performance-sensitive area, but perhaps something smart could be done. For example, generating a bitmask from defs at game start should be possible?

2
Bugs / [1.1.2624] Replace OverlayTypes enum with def?
« on: May 17, 2020, 04:52:43 PM »
Enums are hardcoded and make modding harder. Please consider replacing this enum with a def.

3
I would expect this function to allow custom logic for when to allow placing over things. Instead, it is only ever called when placing objects over a Steam Geyser.

I have to assume that this is not working as intended, or otherwise, the virtual(!) function is severely mislabeled.

4
@Hexwall; yeah, please press that button, and post the link. I'm going to need the whole output log to have a chance of finding the problem.

If the button doesn't work, please follow this guide, specifically the sections on where to find the output_log.

5
@blopi; thanks, I've added it to the mod :).

6
anyone feel like testing my new mini-mod?

https://github.com/FluffierThanThou/PowerCleaner/releases/tag/v0.1.56

it doesn't have a recipe yet, so you'll have to spawn the Power Cleaner item manually. I'm looking for some feedback on how it works, and maybe some suggestions on how much it should cost to build. Feedback on the water jet sprite would also be appreciated, the sprite for the cleaner itself is a placeholder (the Steam Power Armor from Shinzy's Apparello).

7
I've just added cinematic cameras to FollowMe;


They're def-based, and it's (relatively) easy to create your own. All you need is basic xml, and a bit of C#. See the CinematicCameraDefs for the examples.

8
I just added area reordering to AreaUnlocker;

9
I can't take credit for the idea, that'd be Bullwinkle (https://steamcommunity.com/profiles/76561198083624043). I am fully responsible for any mistakes in the execution though ;).

10
UPDATE:

Added handler restrictions for taming and training to the Animal Tab.
- set pawns to be the designated handler for animals, or
- set skill restrictions on who is allowed to handle animals.




11
Releases / Re: [1.0][MODLIST] Fluffy's Mods - last update: 3-6
« on: June 04, 2019, 03:02:27 AM »
@Caraise Link; huh, interesting. That's a new one to me, I'll have a look to see if I can reproduce it. Just for the record, what UI scale are you using? I'm aware of some weirdness with UI scales other than 1 (but the labels scrolling up/down is a new problem).
As for the labels getting cut off, to a small extent, that's a known problem. Like the UI scale issues, it has to do with the way unity clips and rotates UI canvases. I haven't seen it quite to the extent you're seeing it now though, so I'll have a look.

Finally, as Canute said, Work Tab doesn't actually make any changes to jobs, or to their position in categories. I don't want to start doing that either, because that's where feature creep sets in.

12
Releases / Re: [1.0][MODLIST] Fluffy's Mods - last update: 31-5
« on: June 01, 2019, 03:56:00 AM »
They do work with god mode? And not really, designators are hardcoded to a maximum size of 50x50.

13
I've put yet another pre-release on GitHub (https://github.com/FluffierThanThou/Blueprints/releases/tag/v2.4.91).

 - blueprint flipping now has an icon and keybinding ('F' by default, editable in-game).
 - blueprints are now automatically saved/loaded with the save game, you can still import/export between games as per normal.

If no one finds any issues with these pre-releases, I'll make it the official release somewhere this weekend.

14
Releases / Re: [1.0][MODLIST] Fluffy's Mods - blueprint flipping!
« on: May 30, 2019, 12:26:38 PM »
Yeah, that's completely unrelated to my mods. Any other issues? :)

15
Releases / Re: [1.0][MODLIST] Fluffy's Mods - blueprint flipping!
« on: May 30, 2019, 04:58:11 AM »
I've just updated Blueprints, with some refactoring to the rotation code.

This has several consequences;
 - buildings that can't be rotated should now remain positioned correctly when the blueprint is rotated (unless the building has an odd size, in which case this isn't possible).
 - blueprints can now be flipped (mirrored, again some buildings that have odd sizes, interaction points and/or are unrotatable might cause issues when flipped).

Finally, existing blueprints might get 'out of sync' when rotated. I'm not sure if this will occur, but if it does simply recreating the blueprint should fix it.

This is still hot code, I need some test results with odd blueprints before I make it public. I'd love it if some of you could give it a whirl; https://github.com/FluffierThanThou/Blueprints/releases/tag/v2.3.80

Flipping is done with the middle button in the blueprint info panel (I still need an icon ;)). All feedback is appreciated, but if you run into issues please provide screenshots and/or the blueprint or savegame with the blueprint built so I can test with it.

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