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Messages - Sadler

#1
Sorry guys, I was on vacation last month, just returned and seen that Tynan broke the compatibility. Now I simply recompile the mod for A11b, options menus would be fixed soon.
#2
Quote from: Skissor on June 13, 2015, 01:10:37 PMI hope this one will get updated.
There you are! :D

v04b (14.06.2015):

  • Supported game version: Alpha 11 (tested on 0.11.834)
  • Berserk icons will be shown for mad animals.
#3
Quote from: libra00 on May 01, 2015, 08:57:17 PMIt's not very intuitive though
Yeah, that's the usual problem when you are trying to put more info into a small icon. The "crutch" icon mostly causes this kind of problems. Maybe I should add something like in-game manual with the entire description for every icon.
#4
Quote from: zyklame on May 01, 2015, 03:09:22 PMIs it possible to add a Icon to animals that goes berserk, so ist easier to keep track of them.
I think, it's possible. Thanks for the idea, I think, I'll code this.
#5
Quote from: booOfBorg on April 25, 2015, 12:00:17 PM
Tried to use it with the new EDB Interface for A10, version 2.7.1. The icons don't show up on the overview of colonists on the top. Known issue or am I doing something wrong? With EDB Interface it would be awesome if the icons only show up on the overview, IMO. Is this doable?
It's not an issue. EdB Interface isn't expandable by design, I can't replace the ColonistBar or ColonistBarRenderer or do anything else to achieve the same goals. It simply has no public API, so I even cannot get the position of the colonist bar slots to draw my icons.
#6
Quote from: Havan_IronOak on April 22, 2015, 10:24:05 AMI know that consistency is the hobgoblin of small minds but in your next release could you make the names consistent for those of us with small minds?
Ok, if it's important for you, I'll rename that folder and in-game description :D
#7
v04a : Alpha 10 support!

#8
It is not necessary to apologize, that's not your fault. Feel free to ask any questions, this forum is very comfortable for me to discuss Rimworld mods. ;D Moreover, comparing modding API with the second game on Unity3D engine I realized that Rimworld mod API even allowing for a few detours is just awesome. I'm very enthusiastic about the mods I can create on this basis.
#9
Quote from: CrazyJayBe on March 18, 2015, 01:17:07 AMWEEEEELLLLLL...what about all these mod-makers working for FREE?? How do all the people that paid that extra amount feel right now? People are modding for free which are then being added to new releases and such. I think I'd be a tid bit miffed if I paid a premium only for a modder (who I thank) to come in and do a LOT MORE to the game than simply come up with backstories or whatever.
Of course I as modder would like to work with unity3d and other game engines as my day job, but it's not very demanded here in Russia. I tried also to collect the donations, I got as much as 50 cents after a month. Now I'm just do what I like and don't ask any reward.
#10
Quote from: silentlord on March 16, 2015, 02:22:47 PMis it possible to change the Icons for non-humans? i have installed MechDef2 which has droids, they require only power and none of the rest. they get all the icons thats in the pic... its not a big issue and i don't mind them. but if all the icons could be removed except idle, that would be cool.... maybe even a power-low icon instead the knives and forks for food.
I will see it closer to the weekend. :) Now I'm just exhausted (excuse me for whining): so much headache to support my new too much popular mod. It's physically difficult to cope with all that message flow people are writing me during the week. I think everything will settle down by next week, and I will be able to calmly work on all of my mods.
#11
Quote from: Slan on March 09, 2015, 06:52:43 PMAutohauler last post not such confiant. Maybe it need some more work.
No prob, I'll update an autohauler in a few days if it's really not enough stable.
#12
Quote from: Fernbhoy on March 07, 2015, 06:35:02 PMcities skylines is out on Tuesday :D
It's time to rewrite my pawn state icons mod for cities skylines! ;D Hope there would be enough modding possibilities for all my mod ideas.
#13
Mods / Re: Laundry? [Mod Idea]
March 03, 2015, 12:37:22 AM
Quote from: absentminded on March 01, 2015, 12:17:48 AMMaybe everytime a colonist went to bed it'd set a dirty flag which would make them unhappy until they changed into clean clothes
Maybe it's better to add an item stat, that would be smoothly decreasing during some worktypes instead of hardcoded unrealistic flag?
#15
Quote from: Yilmas on February 27, 2015, 07:23:56 AMWhen I tried to use this fix the game started stuttering really bad, and once I exited and reloaded the save I got the "Fatal error, too many threads". This only happens when I'm using the fix for AutoHauler.
Sorry, that was because I'm trying to inject autohaul even on already created maps (on game load) to not recreate my old colonies after the mod install. Reuploaded the file, current version must be more accurate on injection. Tell me if it's still not working for you.