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Messages - Antaios

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Releases / Re: [1.1] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: March 18, 2020, 01:40:13 PM »
Updated to 1.1!

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

Releases / Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: March 03, 2020, 11:00:36 AM »
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.

Releases / Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: January 22, 2019, 11:59:04 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.

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.

Releases / Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: January 22, 2019, 09:32:32 AM »
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.

Releases / Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: November 27, 2018, 11:17:24 PM »
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.

Releases / Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: November 05, 2018, 10:57:07 PM »
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?

Releases / Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: November 03, 2018, 12:45:43 AM »
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.

Releases / Re: [1.0] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: October 19, 2018, 03:06:15 AM »
Mods updated for 1.0

General Discussion / Re: Version 1.0 is content-complete
« on: October 03, 2018, 02:44:21 AM »
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?
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.

Releases / Re: [B19] Rainbeau's Mods
« on: September 24, 2018, 08:00:13 AM »
Yeah. 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

Releases / Re: [B19] Rainbeau's Mods
« on: September 24, 2018, 12:15:36 AM »
Hey Rainbeau, I'm getting the same patch operation failed on WaterShallow, WaterOceanShallow and Marsh as Tayen on steam is.

To be sure, I tried a brand new unzipped fresh copy of RW, 0.19.2009. It still shows up.

Gotta say I can't figure out why though, checking the defs, they exist, and they have no 'affordances' locally set, so that rules out the two ways I thought PatchOperationAdd could fail.

Oh wait, hold on, it's been a while since I screwed around with patches. maybe it's because affordances doesnt exist.

Yeah. Changing the WaterShallow patch to (for example):
Code: [Select]
<Operation Class="PatchOperationAdd">
<xpath>*/TerrainDef[defName = "WaterShallow"]</xpath>
Removes the related WaterShallow patch error.

when you say "BetterCoolers & BetterVents code merge", do you mean they are now one mod, or do you mean you are combining the code of two people, or are they just using the same algorithms?
I mean that they're now using the exact same dlls, and subsequently placeworkers, instead of separate ones. So the code of one will overwrite the other, instead of adding another copy of something that does the same thing.

I've got an issue with Better Coolers and Better Vents. I'm trying to place them over smoothed walls but it says "Must place on supporting structure", I've looked into it as much as I can but have come up with nothing, any help? Log is here if it helps:

I've just updated BetterCoolers and BetterVents to B19!
Included I added a harmony patch that takes care of modded wall support, and smooth stone wall support!

Releases / Re: [B19] Antaios's Mods - Table Diner + Mod Medicine Patch
« on: September 18, 2018, 10:06:08 AM »
Sorry about the wait, I was on holiday.

Table Diner:
Recompiled for B19, no significant changes.

Mod Medicine Patch:
Recompiled for B19, no significant changes.

BetterCoolers and BetterVents:
Added modded wall support! with a harmony patch.
some work to make them use less redundant code.
Recompiled for B19
Added ModSync support, for while I'm maintaining these.
Added support for smooth stone walls.


Table Diner:
Fixed the error message spam in the world map screen. I have no idea why the world map calls the needs tab TabUpdate, but whatever, I added a check to cancel out when it does.

Mod Medicine Patch:
Fixed startup language error, vanilla updated the way it handles keyedreplacement language keys.

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