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Messages - UnlimitedHugs

Pages: [1] 2 3 ... 30
1
Releases / Re: [B18] Remote Explosives (1.13.0)
« on: December 14, 2017, 09:04:27 PM »
Exception spawning loaded thing PassiveCooler821694: System.Exception: Buildings made from Stuff not supported for auto-replacement
at RemoteExplosives.CompAutoReplaceable.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000]

I'll address that in the next patch.
Thank you.

2
Releases / Re: [B18] Map Reroll (2.2.3) Now with map previews!
« on: December 14, 2017, 09:01:28 PM »
Hey
The mod doesn't seem to work properly with Nature's Pretty Sweet. When I tried to reroll a Desert Oasis, the oasis that's supposed to be in the middle of the map didn't appear :(

Some corners had to be cut to ensure that the previews generate in a timely manner. Generally, features from other mods won't appear on the previews.

I just found out about Prepare Landing (v0.6.0) and it seems to go perfectly with this mod. On a normal default map (used Prepare Landing as a search filter) to find a map location with 1st Granite and then Slate, and when I re-rolled my map I got those to ores on my new gen'd one. When I tried using Prepare Landing mod with God Mode editing, I changed a places ores to Granite and Slate and then when I entered the map it was the same ore I made it but re-rolled the map I got Sandstone as the main rock. I don't know the workings of how these mods work, I thought I would mention it if there is something you could do to sort that out. Else I will just use the mod as a filter to find the starting I want and then hope when I re-gen the map it keeps the rock type loadout.

Map Reroll will save the settings a map was generated with. If you set the rock types before generating your map, they should carry over to rerolled maps on that tile, as well.

3
Releases / Re: [B18] Allow Tool (3.3.0)
« on: December 08, 2017, 02:43:04 AM »
But in that case, you need to add the option "Forbid allways" too.
To prevent things at your colony to get unforbid.

Well, it would just prevent newly dropped things from being automatically forbidden, the way I see it. Buildings and existing things wouldn't be affected.

4
Releases / Re: [B18] Allow Tool (3.3.0)
« on: December 08, 2017, 01:11:00 AM »
Sometimes I forget to use Allow All and waste lots of dead animals on map. Is there map to make any animal that died or pod drop auto Allow (Unforbid) ?

Not at this time. But and option to not automatically forbid anything could make for a good addition.

5
Releases / Re: [B18] Map Reroll (2.2.3) Now with map previews!
« on: December 08, 2017, 12:17:26 AM »
I'm given "Found no usable data when trying to get defs from file MapRerollSettings.xml" error every time I load this mod. Thought it was because of loads of other mods but error persist even when I only load this mod.

This usually happens when the mod isn't installed correctly.
If you're playing non-steam, make sure you are downloading from the GitHub releases link in the main post. Delete MapReroll from the Mods folder and extract it again- should help.

6
Releases / Re: [B18][Mod Updater] ModSync Ninja
« on: December 06, 2017, 12:01:43 PM »
Thank you for the info.
I would be quite satisfied with the client-side source code, since that is what players would be running.
Server-side source availability would promote the long-term survival of the project, but the security concerns are understandable.

7
Releases / Re: [B18][Mod Updater] ModSync Ninja
« on: December 06, 2017, 10:45:55 AM »
Hello!
Nice work on the mod and the website. The addition of the GitHub update pulling feature is especially appreciated.
The only thing that irks me is the lack of a public source code base. Once that is sorted, I will gladly participate and enlist my mods.

Some minor feedback:
- More specific information about the ModSync.xml file would be nice. What are the fields that one would need to keep updated? How are the change notes for each version provided?
- The text on the website is not very readable. Browser zoom does not seem to help either, and breaks the layout. A bolder typeface might improve things.

8
Releases / Re: [B18] HugsLib (4.0.1) Lightweight modding library
« on: December 06, 2017, 01:15:20 AM »
Ive just started using HugsLib and I'm having trouble getting adjustable mod settings to save or to reference those settings elsewhere in the mod.
- snip -

Hello! I'm not convinced it is the HugsLib settings you are trying to implement.
Did you take a look at the Adding Mod Settings wiki page?

9
Releases / Re: [B18] Map Reroll (2.2.3) Now with map previews!
« on: December 04, 2017, 04:36:42 AM »
Updated to 2.2.3

Minor tweaks for better compatibility.
Fixed an error on startup, and the long-standing issue of the dice button being hidden under other interface elements.

10
Releases / Re: [B18] HugsLib (4.0.1) Lightweight modding library
« on: December 01, 2017, 05:44:57 AM »
Ah, I see what I did wrong. I thought I had to change the HugsLib. references in the file to my mod name. Anyway, I've changed them back and it worked.
Thanks for your help.

Happy to help :)

11
Releases / Re: [B18] HugsLib (4.0.1) Lightweight modding library
« on: December 01, 2017, 03:34:21 AM »
Also, if my previous version has a 4 part version number will that mean I can't make the current version show the news update? Can I use the version.xml file to force it to show perhaps?
Edit: Never mind about LastSeenNews.xml. I found it in the user account AppData sub folder. My mod wasn't listed yet.

The 4th part of the version number is simply not considered. I may change that in the future.
Are you specifying the same mod identifier in the Def, as you used in the mod assembly?
For extra reference, here's the news file used by Allow Tool.

12
Releases / Re: [B18] HugsLib (4.0.1) Lightweight modding library
« on: December 01, 2017, 02:40:00 AM »
I got some questions about the update news feature.

1. Correct. You will also need to increment the version of your assembly or use the Version.xml file.
2. You would specify version 2 in the news item. When you will eventually update to version 3, and make a news item for that, a player who has not seen the v2 news yet will be shown both the v2 and the v3 news items.
3. Currently, only 3-part version numbers are supported.
4. Since the feature is not related to any Steam functionality, news will trigger on both Steam and standalone games.
5. You can inspect all news items using a button in the Mod Options dialog. To test it in action, you can modify or delete the HugsLib/LastSeenNews.xml file in your save folder.

13
Releases / Re: [B18] Remote Explosives (1.13.0)
« on: November 28, 2017, 11:04:07 PM »
Updated to 1.13.0

There ya go, folks- the B18 update is here. Besides the usual, I also made a few additions:
- The improved detonator wire: a flat upgrade over the regular one. Unaffected by rain, and with a better signal transmission.
- The foam wall now has negative beauty, but can be smoothed into one of two distinct looks. Also, it will now visually connect to stone and other walls, so let me know if that looks any better to you.
- I addressed the exploit that allowed to take advantage of friendly traders using the sleeping gas. The goodwill penalty is still the same, but the cap is much higher.
- IED's from other mods can now be triggered by wire, and can be auto-replaced.
- Auto-replace now also extends to the passive cooler, so you don't have to manually rebuild it every time it runs out.

As always, let me know what you think, and I hope you have a good time.
Happy explodin'!

14
Releases / Re: [A17] Remote Explosives (1.12.3)
« on: November 27, 2017, 10:37:52 PM »
Are you planning to update this to A18? please say yes because honestly is one of my must-have mods for me to start playing the new version.

Working on it right now, actually :)
Existing stuff already works, making a few minor additions before I release.

15
Releases / Re: [B18] HugsLib (4.0.1) Lightweight modding library
« on: November 24, 2017, 08:38:03 PM »
I'm on 0.18.1722 and getting an error .

Press Ctrl+F12 after you see the error and post the link- I'll take a look.

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