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Messages - Carry

#1
Update to alpha 11. The "Common (CY)" mod is no longer necessary. I skimped a little on testing, but it should work without problems.
#2
Version 2.2 is available. It's just a small fix to display the animal list properly.
#3
There is another small problem with the 'apparel optimizer' - technically a modding problem, but I mention it anyway.
The function only checks apparel in stockpiles. It should check apparel in any (valid) storage.

My colonists only dropped clothes, but never equipped new stuff. It took me quite some time to realize that I'm not using vanilla equipment racks. I modded them to hold anything and not just weapons - stuff on the ground is not very civilized :)
#4
Version for Alpha 10 is available. No new features yet. I just made the necessary changes for the new alpha. But I will keep working on it.

Hunting alpha beavers -> noted :)
#5
You're right, the beacon does count rotten corpses. I will fix that with the update to A10 - probably over the weekend.

The issue with wood and plants is, that the beacon uses the minimum yield to calculate designations. I switch that to average (or even max). If the actual yield is lower, it just takes more rounds of designations to reach the upper threshold.
#6
There was a weird issue with an exception if the local copy of common.dll wasn't in the beacon folder. I left it in there, because I had (and still have) problems reproducing the error.

Removing a designation if an animal moves out of range is certainly possible. There are some problems though (manual designations; animals moving between ranges of different beacons; removing a designation doesn't cancel a hunting job). But I will keep it in mind.
#7
New version is up. Sorry for the delay. I found a bug and had absolutely no desire to work on it :)
It should be compatible with existing savegames, if you deconstruct all old beacons.

!!! The new version has a dependency !!!
I know it's annoying, but it's easier for maintenance.


One beacon can cover the entire map, even if you put it in a corner. Just maximize the range.
#8


   Common (CY)


Description:
Common stuff for my mods.

Modder:

Download:

How to install:

       
  • Unzip the contents and place them in your RimWorld/Mods folder
  • Activate the mod in the mod menu in the game

Description:
This mod contains common classes for my mods (no actual in-game items).

Features:

  • Namespace: CY.Common
  • Command_Action_Single: Command_Action that doesn't inherit 'multiselect clicks'
  • Dialog_Testfield: Dialog with a single textfield
  • PlaceWorker_Roofed

Required for:
Notes/Issues:

  • Documentation sucks ;)

Planned features:


Changelog:

(Rolling changelog)

(Version 1.1)
[REMOVED] PlaceWorker_NextToWallCardinal
[REMOVED] PlaceWorker_NextToWall8Way
[REMOVED] PlaceWorker_NextToWallOrRockCardinal
[REMOVED] PlaceWorker_NextToWallOrRock8Way
[UPDATED] Update to Alpha 10

(Version 1.0)
Initial release for Alpha 9
#9
We have ... well, I have ;)

The new version has harvesting wild plants and chopping wood (with separate range and thresholds). Range, enabling thresholds and the target selection (animals, plants, trees) are now local to a beacon.

The update will probably be ready tomorrow.
#10
I look into it. Fixing it shouldn't be a problem.

Quote from: DyDkaPro on March 07, 2015, 03:46:01 PM
I have some problems with texture.
The mod combination works for me. These bugs can happen, if you change the mod configuration without restarting the game.

Quote from: Famous Shoes on March 04, 2015, 04:30:58 PM
Would be fantastic if individual beacons had their own settings
Individual settings will be part of the next update. (Using them will be optional.)

And I'm working on an 'auto-harvest' (wild plants, wood) feature. But with the release of Cities Skylines today it will take some time to finish it :)
#11
The new version for Alpha 9 is available. No new features yet, but I'm working on an option to automatically unforbid (fresh) animal corpses.

#12
I'm working on A9 - release probably tomorrow.
#13
General Discussion / Re: updated again?
February 21, 2015, 10:42:32 AM
Dev blog:

Changes in Alpha9d include:

    Fixed probability calculations so the game won’t constantly spam insane animals any more.
    Fixed an issue that prevented Graphic_Collections loading mod content.
    Raiders will no longer eat from players’ nutrient paste dispensers.
#14
Mods / Re: [Mod Request] Doors that prisoners can open.
January 28, 2015, 09:40:39 AM
I think I got it - almost, maybe  :)

ProofOfConcept.zip

The file contains a new door and a workgiver. The door can be opened by anyone and the workgiver prevents wardens from escorting the prisoner back to his cell (if his current room is a cell).

Notes:
The room on the 'other side' needs a prisoner bed. Afaik that's the only way to turn a room into a prison.
Wardens still bring food to prisoners. I'm sure that can be turned off in the workgiver as well.

I didn't test anything besides the basic function - there might be side-effects.

Feel free to use the code. I don't have time to make a proper mod right now.



[attachment deleted due to age]
#15
The update is almost ready. Well, it is ready - I just didn't test it thoroughly. But if you're feeling lucky, here's the link: Auto-hunt Beacon v1.0exp

Official release and more information later.