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Messages - Florius

#1
Hi,

So I attacked a hunters camp with 2 colonists, but one of my colonist got downed due to frostbite/freezing.
I continued to attack with the other colonist, and he got downed due to damage.

I got 'kicked' out of the map and a message appeared the colonists were captured.

After half a day I got a message "Caravan meeting by Frost's caravan", the event that you can trade, attack or move on.
Which I found weird because my colonists all got lost and I got no other caravan.
I checked the world map and found the caravan, but it doesn't contain anything, no item, no colonist, nothing..

Please see the world map a bit left-up of my colony for the empty caravan.
You can also see the messages. Since it's permadeath I got no clue how to reproduce this, but hopefully this helps at least something.
Save game: https://drive.google.com/file/d/1lW2un1xBT4Y6Qrm3bNuT8mXiArWeit4Z/view?usp=sharing
#2
Off-Topic / Re: R.I.P Nightshade. (Profile pic cat)
August 16, 2018, 09:17:44 AM
Just logged in to say I'm sorry to hear this.  R.I.P Nightshade.
I'll give my cat some extra love today, now it's still possible!

@Catter, good luck with Linus!
#3
Hmm, noticed that Tribals use crossbows and shurikans...  I don't like that, perhaps you can make a mod without, or let me know how I do this myself?
#4
Quote from: Vader on May 03, 2016, 05:10:58 PM
As promised above, I adapted to the new mod version of the game. Mod certainly needs to be improved, and what I'll do in the near future.
GitHub

Perhaps an idea to open a new topic to update, and update the title so people know it is usable, and easy to find?
#5
Quote from: jackarbiter on April 26, 2016, 06:05:53 PM
If I were to throw colony manager 13.0.3 into the folder instead of... 13.0.2 I guess, would it screw things up due to not being integrated with the rest?

Most often small version differences are no problem at all, so should be fine! But just in case, make a back-up of 13.0.2
#6
Quote from: falcongrey on April 25, 2016, 04:49:50 PM
Quote from: Florius on April 25, 2016, 03:11:50 PM
This is not possible as the owner of the mod doesn't update it anymore. We all want a proper mod but there is no source code available. So we will have to make the best of what we have :)
It is fully compatible, the only thing is the disease icon.

I am not a programmer myself, but yeah it is a little bit more then just extracting it as far as I know.

Wouldn't decompiling the dll be all that is needed to re-edit this mod? Or is there more to this than I see on the surface?

Edit: I currently have it as  a C# project on my computer. I can zip it up and send it to anyone who wants it...
#7
Quote from: 1000101 on April 25, 2016, 04:23:25 PM
Quote from: Florius on April 23, 2016, 05:53:22 AM
Quote from: 1000101 on April 22, 2016, 03:44:38 PM
Florius, there are issues with your modpack.

While CCL has been updated to A13, not all the mods using CCL have been updated properly.  Mods which are xml only are fine (that is, they don't require anything more than their xml to be updated) however, mods with assemblies dependant on CCL must be recompiled against the new A13 CCL assembly.  There were major internal changes to the library as well as assembly signing which needs to be dealt with.

Specifically, Storage Search is not A13 compatible.  It's assembly was built using CCLs API and it needs to be recompiled for the new version.

Hi. Yes I am aware that the mod doesn't work, but it doesn't give any errors, so it's fine for now  :)

Actually, it does give errors.  Further, it corrupts the game state which causes further errors.

I realize that you already updated your OP, but I don't appreciate the blasé response when I'm dealing with bogus error reports in the CCL thread due to modders and mod packers not properly testing and error checking.  Having subtle hard-to-find bugs which don't show up until certain undefined conditions are met is one thing.  In this case, however, the error is immediate and is visible in the log when starting the game.

>:|

Didn't get them myself, that is what I said. I tested it in various orders and never got an error. If there are no error posted on this thread, it makes hard for me too to find things out. Please don't be mad at me, as I wasn't aware and didn't get it myself.
#8
Are some fertilized and others not?
#9
General Discussion / Re: Mountain Fortress
April 25, 2016, 03:15:33 PM
Does it handle well against raiders? I think you get easily overrun with quite a few tribals?

And I do granite wallturretwallturret, does this work better?
#10
Quote from: lvlchg on April 25, 2016, 01:05:33 PM
Quote from: Florius on April 25, 2016, 12:55:26 PM
If you post something, at least read a few posts back please.
Previous page, or 2 there is an updated version.
I am aware of the updated version, I have both downloaded it and I am using it, however it is not fully compatible with A13, and the OP is still tagged [A11b]. Due to the bugs described in the updated version, I would very much like a proper A13 version, without the bugs.

This is not possible as the owner of the mod doesn't update it anymore. We all want a proper mod but there is no source code available. So we will have to make the best of what we have :)
It is fully compatible, the only thing is the disease icon.
#11
Quote from: lvlchg on April 25, 2016, 04:32:16 AM
Is the author working on a fully compatible A13 version?

If you post something, at least read a few posts back please.
Previous page, or 2 there is an updated version.
#12
Quote from: pestilenz on April 23, 2016, 09:06:55 PM
Quote from: Florius on April 23, 2016, 03:39:24 PM
Quote from: pestilenz on April 23, 2016, 06:27:38 AM
Also, the VeinMiner and the Haul Priority are not compatible. Only the last loaded mod's buttons appear in-game.

Hi, thanks for reporting, I will remove Haul Priority and StorageSearch.

Just noticed myself that Haul Priority isn't working, but didn't have any error logs in any load order.

EDIT: Just updated, removed the mods. For Pawn State Icon, I'm aware of the disease bug, however it is still a mod I can't live without personally.

I've fixed it. The last loaded mod of those two needs the designations from the other mod.
In my case, the VeinMiner gets loaded last. The VeinMiner/Defs/DesignationCategoryDefs/DesignationCategories.xml looks like this and both mods work.
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

 
  <DesignationCategoryDef>
    <defName>Orders</defName>
    <label>orders</label>
    <description>Designate specific interactions with specific things.</description>
    <order>900</order>
    <specialDesignatorClasses>
  <li>Designator_Cancel</li>
      <li>Designator_Deconstruct</li>
      <li>Designator_Mine</li>
      <li>Designator_Haul</li>
      <li>Designator_PlantsCut</li>
      <li>Designator_PlantsHarvest</li>
      <li>Designator_PlantsHarvestWood</li>
      <li>Designator_Hunt</li>
      <li>Designator_Slaughter</li>
      <li>Designator_Tame</li>
      <li>Designator_Uninstall</li>
      <li>Designator_Claim</li>
      <li>Designator_Strip</li>
      <li>Designator_RearmTrap</li>
      <li>Designator_PlanAdd</li>
      <li>Designator_PlanRemove</li>
      <li>Designator_Open</li>
  <li>VeinMiner.Designator_VeinMiner</li>     
  <li>MineBrush.DesognatorMineBrush</li>
  <li>MineBrush.StripMiner</li>
  <li>HaulPriority.Designator_HaulPriority</li>
  <li>HaulPriority.Designator_HaulPriorityHighPriorityOverride</li>
    </specialDesignatorClasses>
  </DesignationCategoryDef>
 
 
 
 
</Defs>


Could you perhaps report this in either mods topics so they can adjust their mod? As I only have permission to publish their mods, not adjust them..
#13
Quote from: jackarbiter on April 23, 2016, 07:14:42 PM
Quote from: Florius on April 23, 2016, 06:19:32 PMDone :)
:)

Thanks for the pack, it's the bestest.

No problem, if there are any further requests to add a mod or something, let me know!
#14
Quote from: Skissor on April 23, 2016, 06:54:44 PM
nice work here bud

Thanks! Asked permission to include the "A dog said..." mod but so far no response.
Next version will also include updates for EdB mods :)
#15
Quote from: jackarbiter on April 23, 2016, 04:05:50 PM
EdBInterface.dll still needs to be deleted from EdBColonistBar>Assemblies.

Knew I forgot something, will do, thank you!

EDIT: Done :)