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Messages - Love

#1
Heads up, new Expanded Power patch:

"Expanded Power patches changed to not replace vanilla CostList with costList - should improve compatibility with other mods that patch the same stations"
#2
Thanks for the updates, much appreciated.
#3
RimWorld started crashing for me today. Looking through the output log I'm seeing a lot of strange errors being caused by Rimsenal Core. No idea if they're related to the crashing or not.


Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Thin_back" from a different thread. All resources must be loaded in the main thread.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Thin, color=RGBA(0.410, 0.227, 0.166, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Thin_back" from a different thread. All resources must be loaded in the main thread.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Thin, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Tried to get a resource "Things/Pawn/Humanlike/HumanoidDessicated_back" from a different thread. All resources must be loaded in the main thread.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/HumanoidDessicated, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
#4
Quote from: Sixdd on June 14, 2017, 12:18:29 AM
Thanks Angle but that's not what I'm looking for. I need to be able to run a patch operation when given xpath does NOT exist. So what I'd like is basically an if else statement level of flexibility.

Here you are:

https://github.com/cuproPanda/STN/blob/master/Source/CuprosStones/PatchOperationFindMod.cs
https://github.com/cuproPanda/STN/blob/master/Patches/Patches_StuffedFloors_STN.xml
#5
Worth mentioning that Expanded Power also reduces a lot of metal costs and in the process also adds a copper cost. That would need to be accounted for somehow.
#6
Outdated / Re: [A16] Camping Stuff v0.2.3
June 13, 2017, 04:39:12 PM
Quote from: Rafe009 on June 13, 2017, 01:54:59 PM
Quote from: Alexander_Lem on June 11, 2017, 06:14:57 AM
And here i am, starting an A17 game with A16 camping stuff. No errors, everything's working fine, even crafted a few tents. And then a need arises to deploy one and... nothing happens on rightclick :c

I'de be happy with just the butchering spot. Can you confirm that works?
Download the Tribal Production mod.
#7
Quote from: Sixdd on June 10, 2017, 11:07:12 PM
Stuffified Construction 0.17.1.5, Industrial Drill 0.17.1.5 and a minor update to the About.xml for Right Tool for the Job is now released, have fun!
Thank you kindly!
#8
Is there any way you could restructure the way you change the Chased Refugees event so it isn't a blanket override of the original? That's what's preventing other mods making their mod compatible with yours.
#9
Outdated / Re: [A16] Camping Stuff v0.2.3
June 10, 2017, 08:58:39 PM
Quote from: rambo on June 10, 2017, 08:48:19 PM
Update it now

Wow, not even a please.
#10
Quote from: dburgdorf on June 10, 2017, 05:51:13 PM
Configurable Maps has been updated:

- Added the ability to define whether ruins and shrines should be constructed from random stone types (as in vanilla) or only from "local" stone types.

This is an awesome feature.
#11
Quote from: pardeike on June 10, 2017, 06:30:49 PM
Quote from: Love on June 10, 2017, 05:52:30 PM
Quote from: Orion on June 10, 2017, 01:18:10 PM
Didn't smarter food selection cause animals to attack guests in A16? I don't think the latest update has changed anything in regards to compatibility.

What makes you think they are not working together now?

How bizarre. I don't entirely understand why Hospitality has so many unexpected compatibility problems.
Because it still uses detours instead if Harmony patches (as you can see in the error message with Zombieland)?

Smarter Food Selection uses HugsLib, which I believe uses Harmony's methodology for patching.
#12
Quote from: Orion on June 10, 2017, 01:18:10 PM
Didn't smarter food selection cause animals to attack guests in A16? I don't think the latest update has changed anything in regards to compatibility.

What makes you think they are not working together now?

How bizarre. I don't entirely understand why Hospitality has so many unexpected compatibility problems.
#13
Quote from: Sixdd on June 06, 2017, 07:36:32 PM
Good, let me know if you find anything else.

EDIT: I'm finally at a place that I can do extensive playtesting, I've already found some misc building cost issues so expect an update again later this afternoon.

EDIT: Finding more bugs than I thought I would, the next update will take a little while and I have just started getting busy again so expect an update maybe sunday.

Is this Sunday update going to include Stuffed Floors compatibility for Stuffified Construction?
#14
Quote from: Orion on June 07, 2017, 02:44:29 AMI could make it somewhat later, but then I'd get a lot of "no more guests are coming" bug reports.

Maybe make it an opt-in Mod Option?
#15
Quote from: Platonov555 on June 07, 2017, 01:19:44 AM
Great mod. One request:

Guests begin visiting too early. There should be a 4-6 month timer from game start, so that you have time to build up the basics. It's kinda annoying to have to feed, house and entertain 10-12 guests, when you got urgent stuff to take care of early game.
Agreed. Even with the adjustments in difficulty, I'd rather it not be a factor until later on in.