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Messages - Antaios

#1
Updated to Rimworld 1.4

BetterVents and BetterCoolers:
- Fixed door / replacing behaviour

Mod Medicine Patch:
- Patched Smart Medicine medicine menu for individual hediffs

Table Diner:
- Patched Common Sense
- Added default sliders in the mod menu for table and pawn search distances.
#2
Updated Mod Medicine Patch.
Mainly added extra compatibility for Android Tiers

  • Android medicines will no longer show for humanoids
  • human medicine will not show for androids unless enabled
  • Added coloured overlay in medical setter to show medicines the current setting will allow
  • Modified medical setter to highlight all medicines equivalent to the current setting, instead of the specific one selected, if there are multiple medicines with the same potency.
  • Modified medical button icon to display context-appropriate highest-allowed medicine, for androids/humans

Added submitted languages

German by Dimos
Chinese by Shavius
#3
Quote from: crazyjat on October 04, 2021, 05:42:48 PM
"Use Table and Pawn specific radii" setting does not save across re-launching of game.

In addition, this is very confusing language to me. Based on how the setting currently works, it should be called something like "Use colonist setting for table radius". Additionally, I think it makes more sense to remove the radius functionality from the actual tables when this is enabled. That value seem to have no impact when this is enabled anyway. I also feel like this setting should default to off and not on.

Thank you.

I've updated to make it so it saves. I forgot to when I did the last update, and updating is a mildly tedious process honestly.

I've left it before now because it makes basically zero difference. If you don't use the sliders, they aren't taken into account in calculations, and no data is saved - so barring ui issues, there's really no reason to disable the setting.

I renamed the label to "Enable Table and Pawn radius sliders" which hopefully makes more sense.

If I removed the slider from tables when the setting was on, then tables would never have a slider as it's only enabled when that option is turned on. For what it's worth, all three radius settings are taken into account if any of them are set, and the game will pick and use the smallest of the three - it still definitely takes into account the table radius functionality.
#4
Updated for 1.3
#5
Just updated Mod Medicine Patch, split out the patch into a separate assembly that loads only if Pharmacist is present.

This should fix this issue with the debug menus.
Quote from: 2.71828 on June 05, 2020, 01:23:52 PM
Is it possible that 'Mod Medicine Patch' depends on 'Pharmacist' from Fluffy, or something? I'm currently trying to fix my modlist by bisecting ( see here), and if I load this mod, but don't load Pharmacist, I get a weird error if I try to open the debug menu options or debug logging menu (see here: https://gist.github.com/HugsLibRecordKeeper/8d03bd40e48215bdf6c4221bf538c114 ). This is not a 'minimal' safe, but I have narrowed the problem down to 'Mod Medicine Patch'. If I add it, I get this error.

#6
Updated to 1.1!

Sorry it took a while, finally found some time.
Let me know if you encounter any issues.
#7
Hey there,

I do intend to update, I as originally planning last weekend. Unfortunately time has gotten away from me and I've ended up busy, so the next plan I have for an update time will be sometime next week as I'll still be busy until then.
#8
Quote from: Kori on January 22, 2019, 07:54:20 PM
Thank you, it is much better now. There is only some overlapping with the next column left.  ;)

The only mod medicine I use is from VGP and Smokeleaf Industry, that gives you ten types of medicine in total.
If you could allow only 9 items for the first row (8 types of medicine + no medicine) or even divide all items evenly between both rows it would be perfect. :)
Looks like the Fluffy's mods don't give the medical setter quite the same space or aspect ratio as the medical tab. Or I'm going out of the boundary on the medical tab anyway but there's nothing there so it's not noticeable. I'll look into having it detect that.

Edit:
Updated, should work for any sized widget now, It'll also keep shrinking medicines into oblivion if you somehow manage to get 100s of them instead of going out of bounds, too.
#9
Quote from: Kori on January 17, 2019, 07:24:17 PM
Using the Mod Medicine Patch I noticed that the medicine icons in the animals or assign tab overlap each other now and don't get resized anymore. The game tries to create a second line for medicine instead of increasing the width of the column or making the medicine icons smaller.  :-\

Oops, I mustn't have tested > 10 medicines in a while. Should be fixed now.
#10
I'm not really intending to, no. It's a minor aesthetic preference which is just changing a few textures anyone who really wants to could do themselves really easily. It's easier to leave things so people don't have to update over a texture preference.

Unless there suddenly becomes a significant want for it, I'll leave it as is, the primary function of the mod isn't necessarily to look pretty, and that's subjective anyway.
#11
Off just the list I can't see any glaring possible issues.
Have you tried running a new test game, with only table diner installed, to see if the sliders show up?
#12
Quote from: Hexwall on November 02, 2018, 01:49:34 PM
Sorry to bother you but other than adding a menu in the mods tabs I don't see any changes. I set the radius to max and they still eat wherever. Pawns and tables don't have any slider of any sort like your mod says. I put the mod almost at the very end of the mod list, should it go somewhere else? Thanks
There must be another mod affecting it, but without more information I can't even speculate as to the cause.
I'm really unsure why you would have the mod settings menu but not the slider either.
#13
Mods updated for 1.0
#14
I think you're not seeing a lot of compassion for steam users, because, frankly, they suck. They're largely the ones who complain the most and without reason, the ones who don't ever bother to check anything. It's hard to care about people who don't put any effort in.

Most people modders will actually care about are people who accept that when they add mods to their game, they're taking on responsibility, and accepting that there may be issues. They're taking on the mantle of debugging their own game and at least putting an even small effort into sorting out problems before complaining, or rather ideally, asking for help - and when they do ask for help, they provide some relevant information. The vast majority of this forum is like this.

The average steam user, just doesn't do that very often - you can't please them, so why try?
This:
Quote from: Tynan on October 03, 2018, 02:27:02 AM
I think it's a point-of-view thing. People blame the thing that changed last. When a game update happens and a save stops working, people see the core game update as being the cause. They wouldn't think "my game is broken because modders didn't update yet"; nobody expects modders to all update the moment a new game version is released. They're really pissed off, but you don't hear about it because they all complain to me instead.
is indicative of that.

If someone can't be bothered, when they probably know an update is coming because it's in the news for the game which shows up on the library page, to be ready for the update of an early access game with mods - be that locally copying the mods, or finding previous versions on available hosts that are almost always linked in the description of the mods, or just plain finishing their save up before the update hits - then it's really hard to give a damn.

I'm not saying that's fair, but it's the kind of issue that the click-and-go style of modding that steam workshop has created.
#15
Releases / Re: [B19] Rainbeau's Mods
September 24, 2018, 08:00:13 AM
Quote from: dburgdorf on September 24, 2018, 07:56:23 AM
Quote from: Antaios on September 24, 2018, 12:15:36 AMYeah. Changing the WaterShallow patch to (for example)....

You correctly identified the reason for the errors, but your fix would actually generate errors if another mod also patched in any affordances, since in that case, whichever mod loaded second would be trying to add the "affordances" tag when it already existed. ;)

The actual solution is to add a conditional which checks to see if the "affordances" tag is present, then adds it if and only if it isn't.  And *then* add content to the tag.
Oh I know, I was just testing to check if it was the cause - it wasn't meant to be a full solution.  :D