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Messages - Ratys

#1
It's 1.4 time, and that time is now. If for some bizarre reason you've been waiting on this, you ain't gotta wait no more.

Psst. Слава Україні!
#2
It keeps happ- I made that joke last time, didn't I.




2022-10-21 CHANGELOG:

  • All mods: now compatible with RimWorld 1.4, with or without DLCs.




Слава Україні!
#3
Updated, now compatible with RimWorld 1.3, DLCs or no. Removed the "-1" option from 1.2 and 1.3 because, apparently, it wasn't a thing since 1.2; also fixed floor deconstruction material returns.
#4
Now compatible with RimWorld 1.3, DLCs or no. I also fixed the over-limit XP and multiplier tooltip (backported to 1.2 too).
#5
What do you know, it keeps happening.




2021-07-19 CHANGELOG:

  • All mods: now compatible with RimWorld 1.0 through 1.3, with or without DLCs.
  • That's it. Go have fun.
#6
Quote from: Canute on February 13, 2021, 03:29:22 AM
Try it ! :-)
It isn't anymore at the incident (map) list.

Because it's a world incident. Go to world map, debug actions, then "Do incident (World)...", and there it is.
#7
Quote from: von_Gunter on February 12, 2021, 11:54:02 AM
Finally I've encountered with another solar flare for you to make logs.
...
Also I attached the logs.

You can trigger a solar flare with the debug menu on the world map, I'm pretty sure.

Right. The logs tell me that nothing should be wrong with my mod, you're running an old version of it, you have a lot of unrelated errors, something (SK mods?) is trying to butcher my mod, and in general your game looks like one of those messy mod packs that somehow sometimes broke things they barely touched. I don't know what to advise here.

Show me a screenshot of your base (I need to see your power lines, status of the power network, and the shield) so we can eliminate user error, then try swapping whatever version of the mod you're running with a fresh one (the freshest one - it supports all RimWorld versions between 1.0 and 1.2). This will probably break something else, because something is depending on my mod for some reason, but it's the correct thing to do.
#8
Quote from: von_Gunter on February 09, 2021, 09:45:09 AM
should i post you the logs when solar flare appears?

That would be ideal, yes.
#9
Quote from: von_Gunter on February 09, 2021, 04:12:08 AM
Hi guys! Recently i've built my solar shield, but when solar flare appears, the shield simply doesn't work (there's a "lightning icon" above the shield like other electric devices have when affected by solar flare). It doesn't consume 25000w or produces heat like it should do. I double checked everything, everything seems correct. What can it be?

Interaction with other mods, and/or user error. Post your logs and some screenshots of your shield setup.
#10
Updated for RimWorld 1.2, my darling forumgoers. Who's a darling forumgoer? You're a darling forumgoer!

(But, yeah, no new stuff, it's just not yellow in your list anymore.)
#11
Updated for RimWorld 1.2, my darling forumgoers. Who's a darling forumgoer? You're a darling forumgoer!

(But, yeah, no new stuff, it's just not yellow in your list anymore.)
#12
It happened again?.. Time to update.




2020-08-13 CHANGELOG:

  • All mods: now compatible with RimWorld 1.0, 1.1, 1.2, with or without the Royalty DLC.
  • RT Fuse, RT Solar Flare Shield: now dependant on Harmony mod, instead of redistributing a version of it.
  • RT Solar Flare Shield: fixed the shield not drawing extra power to protect against mechanoid EMI and the like, updated fluff to mention EMI.
#13
I've updated this to be compatible with RimWorld 1.1, for some reason.
#14
The day I never expected has come. Time to update.




2020-02-26 CHANGELOG:

  • All mods: now compatible with both RimWorld 1.0 and RimWorld 1.1 (and the Royalty DLC).
  • All mods: external translations are no longer rolled into the mods, as I realized some of the submissions are years old and never made it into a release. If you still wish to translate, please create a translation mod.
  • RT Solar Flare Shield: fixed a minor typo, fixed broken heating (it's now realisitic to have a shield indoors; as much as I liked the ludicrous heatspike it was technically wrong), removed one shield per map restriction (multiples don't do anything special, this is maily to make reinstalling a shield in a different place less of a hassle).
  • RT Power Switch: complete overhaul, now how the switch reacts to changes in energy levels is completely configurable.
  • RT Fuse: fixed breakers working even when they haven't been reset (it's ridiculous that this evaded detection for all these years).




Quote from: Canute on November 04, 2018, 02:44:19 PM
Ratys,
while you are here some words about the Power Switchs.
The evil devs add these 5W discharge to batteries now.
It is much trouble for the switch to enable on when the batteries are below 90% capacity ?

I believe the changes I made with this update can cover that. And it only took this long, how about that.
#15
What do you know, the day I never expected has come - a post-1.0 RimWorld update! Thus, the mod is updated as well.

The download works for both 1.0 and 1.1.

Oh, and I fixed this bug (for both versions).