Quote from: DAOWAce on April 24, 2016, 05:46:46 PMI don't think you can get messages just for new releases on github, but you can watch the project (when logged in, there is a button for it on the top right). Not sure if you want this though, as you then also get notifications about new issues and pull requests and so forth.
Any way to subscribe on Github for update notifications?
Checked the releases page and saw the mod's been updated twice since its initial release, but the changelog here doesn't have any notices that there's been updates to the mod since the initial A13 release.
I see you've just posted the notes for it, but it's very hard to rely on new posts to threads for update news, especially if you subscribe to 20+ threads with daily e-mails, so I generally just check the main page of mods for update news.
Wish there was a better setup for mods. Steam Workshop would resolve this, but, well, the game's still not yet come to Steam despite the numerous requests for it over the last year.
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#1
Outdated / Re: [A13] Colony Manager V2
April 26, 2016, 12:13:48 PM #2
Outdated / Re: How to install mods, report issues, etc.
April 23, 2016, 05:02:35 AM
Linux does not generate a logfile by default. To enable logging the binary needs to be called directly - not using the start-script start_RimWorld.sh - with the -logfile option, or said script edited (it uses the option only if the binary has the string 'Dev' somewhere in the filename, which isn't the case for released versions.). In my case I start the game from a terminal in the RimWorld1135Linux directory as follows:
LC_ALL=C ./RimWorld1135Linux.x86_64 -logfile logfile.txt
LC_ALL=C ./RimWorld1135Linux.x86_64 -logfile logfile.txt
#3
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
April 23, 2016, 04:54:57 AM
Linux users: How to generate a logfile.
This is undocumented, I am not affiliated with Ludeon, so take everything with a grain of salt.
1st - don't use the startup script supplied by Ludeon, it loads without logging turned on.
2nd - run the respective executable (RimWorld1135Linux.x86 or RimWorld1135Linux.x86_64) with environment and options as follows - substitute your executable if needed and the path and filename for the logfile:
RimWorld1135Linux $ LC_ALL=C ./RimWorld1135Linux.x86_64 -logfile /path/to/logfile
This is undocumented, I am not affiliated with Ludeon, so take everything with a grain of salt.
1st - don't use the startup script supplied by Ludeon, it loads without logging turned on.
2nd - run the respective executable (RimWorld1135Linux.x86 or RimWorld1135Linux.x86_64) with environment and options as follows - substitute your executable if needed and the path and filename for the logfile:
RimWorld1135Linux $ LC_ALL=C ./RimWorld1135Linux.x86_64 -logfile /path/to/logfile
#4
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
April 23, 2016, 04:49:35 AMQuote from: EdB on April 22, 2016, 09:37:21 PMQuote from: Vee on April 21, 2016, 02:29:08 AMQuote from: notfood on April 21, 2016, 01:53:29 AMI'd be happy to test as well. Thanks for your efforts, don't neglect the RL for it and take your time.
I can test it under Linux.
For those of you running Linux, if you want to try out this version and see if it fixes the problem, that would be a big help.
Prepare Carefully 0.13.0.3
Let me know if you're still getting crashes. This is mostly just an attempted fix for Linux. There are a couple of fixes for an issue that prevented the "Prepare Carefully" button from showing up, and you might see a gap in the UI as I get ready to add a "relationships" tab--but no functionality available for that yet.
Sorry to report a crash as well, but I got a log for you:
https://bpaste.net/show/dfc739cb6316
This is with only EdBPrepareCarefully (and Core) activated, after cleanining up ModsConfig.xml; new World, new Colony, no changes to the randomly generated Pawns made.
#5
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
April 21, 2016, 02:29:08 AMQuote from: notfood on April 21, 2016, 01:53:29 AMI'd be happy to test as well. Thanks for your efforts, don't neglect the RL for it and take your time.
I can test it under Linux.
#6
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
April 20, 2016, 08:05:52 AMQuote from: warden on April 20, 2016, 12:06:06 AMQuote from: Vee on April 19, 2016, 04:15:15 PMQuote from: warden on April 19, 2016, 01:52:10 PMSame here. But I believe my reason is that the beta just doesn't work with linux yet. Crashes even when the only mod. I've posted a crashlog before, where the problematic function is shown in a stacktrace.
The A13 beta crashes my game right after i have finished customizing my dudes. Tested with and without other mods, as soon as i remove the beta, the game works fine. No idea how some people get it working?
V
This might be it, i'm running Linux too. I wouldn't have thought that to be an issue with a mod, but thanks for clearing it up. I'll wait until the next version.
Rimworld A13 itself brings a few caveats for linux (modded). For example loading textures the 'old' way doesn't throw any errors for windows, but linux crashes. I can't proove it, but I think they do things a little different depending if you run RW on linux or windows...
V
#7
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
April 19, 2016, 04:15:15 PMQuote from: warden on April 19, 2016, 01:52:10 PMSame here. But I believe my reason is that the beta just doesn't work with linux yet. Crashes even when the only mod. I've posted a crashlog before, where the problematic function is shown in a stacktrace.
The A13 beta crashes my game right after i have finished customizing my dudes. Tested with and without other mods, as soon as i remove the beta, the game works fine. No idea how some people get it working?
V
#8
Outdated / Re: [A13] Colony Manager V2
April 15, 2016, 08:14:04 AM
I have some more logs for you to peruse Fluffy: Github issue
I hope it really is "only" the Manager Mod throwing exceptions/making problems, as there are quite some other mods involved. (stacktrace at least shows the Manager involved.) ^^;
I hope it really is "only" the Manager Mod throwing exceptions/making problems, as there are quite some other mods involved. (stacktrace at least shows the Manager involved.) ^^;
#9
Outdated / Re: [A13] Vegetable Garden v3.5b Traders work again!
April 14, 2016, 05:34:08 AM
The original post only shows A12 versions (3.4) of the seeds variant. Is the A13 version still in the making, or do the mods now "just work" together (doubt it, they both change farming...)?
#10
Outdated / Re: [A13] EnviroSeed SK v1.1a
April 14, 2016, 05:27:36 AM
Does this A13 version work with Vegetable Garden v3.5b? The link over there refers to the A12 version for the working combination...
#11
Releases / Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
April 14, 2016, 05:06:30 AMQuote from: Fluffy (l2032) on April 14, 2016, 01:48:05 AMActually, faction realtions are also (no longer?) asymmetric (see my post a little above). And that was not only during the change of leadership, the others had asymmetries as well, just not as pronounced, that the colors were hugely different...
For factions, opinions are symmetric, [...].
#12
Outdated / Re: [A13] Colony Manager V2
April 14, 2016, 05:02:23 AMQuote from: ttr on April 12, 2016, 03:16:32 PMI change the trigger not to supply a certain amount of meat, but to trigger the bill, when the resources needed for it (i.e. corpses) are present. Basically a "do forever" but only present in the tables, when really something is there to be processed.
Hey Fluffy,
Great mod but found two small issues:
- power statistics are shown w/o having advanced (computerised) desk
- power statistics do not count correctly disconnected (using power button) devices. Not sure if this might be because I'm using "PowerSwitch" mod (one that adds auto-functions to each button).
Those are non issues but just mentioning them.
Also, is it possible to add "Forever" condition? Currently tasks that have unknown outcome (eg. butchering) can be only triggered from workstation only. Otherwise, can we filter those from manager list ?
Thx.
Maybe that feature needs a little more explanation how it works? I found it by accident when playing around with triggering on several goods...
#13
Releases / Re: [A12/13][MODLIST] Fluffy's Mods - new mod: Relations tab
April 13, 2016, 08:18:06 PM
Just tried Fluffies Relations, really nice! much easier to see who likes whom... Just weird that one tribe really hates my colony while we are indifferent towards them or some such... (the line is gray when the colony is selected and red when the tribe is selected) Can this be because the tribe just got a new chief?
#14
Outdated / Re: [A13] Colony Manager V2
April 11, 2016, 01:29:32 PM
Here is the logfile (attached to the post) and here (imgur) is what I get ingame, when it really starts going...
[attachment deleted by admin - too old]
[attachment deleted by admin - too old]
#15
Releases / Re: [A12] EdB Prepare Carefully v1.10.1 (22 Aug 2015) - Update on Alpha 13 Progress
April 11, 2016, 09:55:41 AM
Linux here.
Testing environment with only core and EdBPrepareCarefully.
New World, new game, PC, and just when I expect the escape pods to send my pawns down onto a distant Rimworld game crashes. Looks like the texture/resource loading problem lots of mods have when converting to A13 (same was with the EdB Colonist Bar).
Logfile: https://bpaste.net/show/eef123e64c16
PS: While trying to run with my usual mods, I ran into the missing button problem once, but this crash seems unrelated and a quick reload of the mods (Mod menu open and close again) seems to fix that one...
Testing environment with only core and EdBPrepareCarefully.
New World, new game, PC, and just when I expect the escape pods to send my pawns down onto a distant Rimworld game crashes. Looks like the texture/resource loading problem lots of mods have when converting to A13 (same was with the EdB Colonist Bar).
Logfile: https://bpaste.net/show/eef123e64c16
PS: While trying to run with my usual mods, I ran into the missing button problem once, but this crash seems unrelated and a quick reload of the mods (Mod menu open and close again) seems to fix that one...
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