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Messages - Roolo

#1
Releases / Re: [1.1] Giddy-up! - updated June 27
March 01, 2020, 07:42:44 AM
Update for v1.1

All Giddy-up! mods except Giddy-up! Mechanoids have been updated to support Rimworld version 1.1 (including the expansion). Credits for this update go to SargBjornson, who's responsible for a major part of this update. This version also supports Rimworld 1.0, so no need to worry if you're still using that version.

Giddy-up! Mechanoids will be updated once What the Hack has been updates (which will take some time).

This update includes the following improvements and fixes:
- Added more overlays for vanilla animals. These overlays prevent that pawns overlap the heads, horns or other things that animals have.
- Made sure the name tag of a pawn doesn't overlap the animal's head when an animal is mounted.
- Fixed null reference errors that the wait for rider job sometimes threw.
- Compatibility with the new HugsLib version.
#2
Releases / Re: [1.1] Search and Destroy
February 29, 2020, 07:03:05 AM
Update:
v1.2.0
- Added compatibility with Rimworld 1.1. This version also work for Rimworld 1.0. Credits go to Odyssey Scorpio for helping out with updating.
#3
Releases / Re: [1.1] RunAndGun
February 28, 2020, 02:48:06 PM
Update:
v2.0.0

- Compatibility with Rimworld 1.1
This version works for both Rimworld 1.0 and 1.1.
Credits go to Ogliss for this update.
#4
Releases / Re: [1.0] Giddy-up! - updated June 27
July 16, 2019, 07:01:27 AM
Quote from: BladeOfSharpness on July 16, 2019, 05:10:46 AM
Sigh.

And I tried tweaking the value, but no. Is it that hard to forbid using a mount if distance from it is superior to X or distance from first task inferior to Y? That would solve 99% of the issues.



Such a distance check exists. But jobs are very generic. Each job as a TargetA, TargetB and a TargetC, and the game really isn't consistent with what these targets are (TargetA can be the first job target, the target that is interacted with, the second job target, it can really be anything). Due to this, it could be that with the mortar job, it's actually using the distance to the target it's aiming at, instead of the distance to the mortar.  I'll check it out. This shouldn't happen for other jobs, but let me know if it does.
#5
Releases / Re: [1.0] Giddy-up! - updated June 27
July 12, 2019, 04:03:34 AM
I'll look into that CE apparel drawing issue. It's a bit surprising to me that this happens, since in my mod I just offset the position of the rider, and everything else should be offsetted relative to that modified position. This used to work differently in the past, so it could be that some mods still take into account how it used to work, adding an extra offset.

Quote from: wolfsilver00 on July 08, 2019, 03:20:05 PM
Is there any way to block certain colonists from riding? I have some colonists that mess around the base and some others that actually go out, and more often than not, I find my long traveling colonists on foot because one lazy dumb fuck decided to mount one of my 2 mounts to bring something to a stockpile.. Is there anyway to say 'this colonist is not allowed to mount anything unless drafted or directly commanded to" ?

Not directly, but in the animals tab you can set animals to be "only mountable by their master", or "mountable by anyone". Maybe that helps. I might add in another option to restrict what colonists can mount animals in the future if it's not too much of a hassle.
#6
Releases / Re: [1.0] Giddy-up! - updated June 27
July 07, 2019, 03:52:20 PM
Quote from: Sonsalt on July 07, 2019, 03:04:03 PM


Would it be possible to add the corresponding slot as a patch?

Looks funny when the shields and backpacks are above the head when riding :P

Are you using the latest version of Giddy-up? I'm surprised that happens, since within Giddy-up no code can cause that to happen, unless you're using an old version. It could be that the mod that you're using includes deprecated patches for Giddy-up. What mod adds those backpacks and shields?
#7
Quote from: wolfsilver00 on July 05, 2019, 06:14:39 PM
I've a problem.. When dualwielding a pistol and grenades, I cant just chug the grenade somewhere like usual, clicking on it and on the map.. This makes calculating the enemy movement for throwing grenades impossible.. Or throwing them in anticipation.. Pls help?

Try putting the grenade in the main hand and the pistol in the off hand.
#8
Releases / Re: [1.0] Giddy-up! - updated June 27
June 27, 2019, 10:26:12 AM
I just released two updates:

Giddy-up! Core v1.1.6
- The stat info tab now properly shows the movement speed of riders and mounts, with a breakdown of how everything is calculated.
- Pawns no longer try to train animals that are mounted.
- Added save game sanitizer that automatically cleans unneeded records of Giddy-up on startup. This should reduce the load time of your save (in some cases significantly).
- Animals can no longer disappear when a rider enters a drop pod (this issue was introduced in the latest major update of Ride and Roll).
- Shields are now drawn correctly for riders.

Giddy-up! Ride and Roll v1.2.1
- The way pawns ride to jobs is simplified (there's no longer a "ride to job" job anymore). It should be less error-prone now, and this fixes an issue due to which pawns cannot reserve double beds properly (yes, it's really fixed this time :)), as well as some other (less serious) reservation issues.
- Fixed crash when riders start a new colony on the world map, should also fix any other crashes related to pawns entering sites when using certain mods.
#9
Releases / Re: [1.0] Marvin's Stuff
June 12, 2019, 04:25:57 PM
Quote from: MarvinKosh on June 10, 2019, 08:47:41 AM
Source is finally released. See top post.

Thanks! I'll look into the issue when I return from my holiday trip in two weeks.
#10
Releases / Re: [1.0] Giddy-up! - updated May 31
June 06, 2019, 11:49:49 AM
Small update:

Giddy-up! Core v1.1.5
- Added code that ensures the situation where a pawn is riding an animal, while the animal isn't being ridden is automatically resolved. This shouldn't happen in the first place, but apparently it happened for some people somehow, resulting in invisible pawns.

I'm off for holidays for a couple of weeks, so I probably won't respond that much to posts for the time being.
#11
Releases / Re: [1.0] Giddy-up! - updated May 31
June 01, 2019, 09:18:37 AM
Quote from: matyie on June 01, 2019, 08:59:16 AM
Hello! I'm using your mod for a while and right now i play a heavily modded save and get excited at your update. I have problem with a lot of animals waiting outside and cant get them into safety positions. You mentioned a new button that can manually force them to stop waiting but i cant find it. Can you help me? Thank you for making the game much better!

Click the animal with a "waiting for rider" job. There should be a button with "leave rider" below. If you don't see this button, please provide a log using ctrl+f12.
#12
Releases / Re: [1.0] Giddy-up! - updated May 31th
May 31, 2019, 05:51:32 AM
I just released an update, adding a lot of improvements and fixes for Giddy-up! Ride and Roll:

Giddy-up! Ride and Roll v1.2.0
- Wait for rider job added. Instead of freezing like a statue, animals now walk around nearby when waiting for their rider and follow the rider around. Moreover, a button is added so you can easily order animals to stop waiting.
- Animals wait for riders more intelligently. If the rider is doing the same job for a long time (for instance, mining), the animal is more patient. Inside rooms (like hospitals, workshops etc), the animals generally won't wait for riders.
- Pawns now stay mounted if they have to perform hauling or walking as part of jobs that cannot be done mounted. This reduces the moments where you think: "why isn't he riding there?" by a great deal.
- Pawns now arrive mounted on their destination when Giddy-up Caravan is used.
- Sleeping animals are now also automatically mounted when they have enough rest (more than 50%). This increases mount usage for your nightowl pawns.
- Mounted hunting doesn't result in pawns riding too close to the animal anymore.
- Animals needing tending or that are starving cannot be selected as mount automatically anymore.
- Fixed pawns reserving double beds completely when going there mounted, resulting in bed partners sleeping on the ground.
- Fixed pawns riding to broken buildings instead of components first when performing building maintenance.
- Updated simplified Chinese translations (by LingLuo).
#13
Update:
v1.2.7

- Fixed pawns not being able to wear multiple apparel items in the belt slot. This was mainly an issue for CE users.
- Added a save game sanitizer, which automatically removes redundant records from What the hack on startup. Before, WTH had the tendency to gradually bloat save games with unnecessary data. This was especially the noticeable for late-game saves. This fix can greatly shorten the save-load times, and should reduce the save file disk usage
#14
Quote from: damienm on May 27, 2019, 01:04:28 AM
Quote from: rawrfisher on May 26, 2019, 11:30:04 PM
Yea Its kinda lame that they cant sow any higher end crops but its probably for balancing.  Would love to make those annoying rocket dogs cut stone blocks tho <,<
they  seem to be able to harvest all crops though, probably botch most tho sadly . u can probs edit the skill level in the files
found a def with a growing skill entry at WhatTheHack-1.2.5\Defs\HediffDefs\Hediffs.xml does not seem to effect it tho

That xml does affect it, but the skill level is set when the module is installed. You could try uninstalling the module and re-installing it after changing the xml, not sure that'll work though. At least the skill will be higher for any future growing modules you install.

It makes sense that they can harvest any plant with a low skill level as normal colonists capable of growing can also harvest any plant regardless of skill level. Only planting requires skill.

I've indeed set the skill to 4 for balancing purposes.
#15
Supporting older versions of the game with new content would be totally infeasible. It would literally almost double the work I'd have to put into updates, just for a tiny fraction of players that refuse to move on to the newest version of the game.

@Rawrfisher.
Wow, that's a lot of mechs xD. Do you have plans to take over the world? Can you keep up with the maintenance need, or did you disable that?

By the way, do you have RIMMSqol installed? That could explain why you can't mount turrets. You can fix it by going to the mod options and add the "recipe radius" to the forbidden patches.

I'll look into the MISC Robots issue.