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Messages - Anonemous2

#1
Outdated / Re: [B18-A16] More Furniture
March 06, 2018, 06:07:25 PM
Quote from: henk on March 03, 2018, 09:33:51 PM
I hate when cosmetic mods don't come with screenshot in the open post.

Check the steam links to see them
#2
Outdated / [B18-A16] More Furniture---11/30/17
November 30, 2017, 05:04:44 PM
More Furniture is a small mod that adds in a new furniture into Rimworld under the Furniture+ Tab in the build menu.

   MF Adds:

  • Smaller Tables
  • New Endtables
  • Couch Parts
  • Bar Counters
  • More Plant Pots
  • Several New Chairs
  • Four More Carpets
  • A File Cabinet
  • More Lamp Colors
   Compatiblity:
MF should be compatible with most, if not all, other mods. If you find a mod conflict, please report it so I can make it compatible. MF can be safely added into current games, but all new items should be removed before turning it off.

   Translations:
German and Russian. Feel free to request translations for your language.

Dropbox Downloads:
B18 Download
A17 Download
A16 Download

Steam Links:
B18 Here
A17 Here
A16 Here
#3
Quote from: SihvMan on May 20, 2017, 10:30:52 PM
Hey Anonemous2!

With A17, there's now a better way to add the linked facilities.

You can make a [Patches] folder in the top level of your mod folder and add and xml with xpath PatchOperations, like so;

RimWorld/Mods/A17MoreFurniture/Patches


<Patch>

<Operation Class="PatchOperationInsert">
<xpath>//ThingDef[defName = "SimpleResearchBench"]/label</xpath>
<value>
<comps>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>Anon2FileCabinet</li>
</linkableFacilities>
</li>
</comps>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "HiTechResearchBench"]/comps/li[3]/linkableFacilities</xpath>
<value>
<li>Anon2FileCabinet</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "Bed"]/comps/li[1]/linkableFacilities</xpath>
<value>
<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2RoyalEndTableLight</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "DoubleBed"]/comps/li[1]/linkableFacilities</xpath>
<value>
<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2RoyalEndTableLight</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "RoyalBed"]/comps/li[1]/linkableFacilities</xpath>
<value>
<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2RoyalEndTableLight</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>//ThingDef[defName = "HospitalBed"]/comps/li[1]/linkableFacilities</xpath>
<value>
<li>Anon2Dresser</li>
<li>Anon2EndTable</li>
<li>Anon2EndTableLight</li>
<li>Anon2RoyalEndTable</li>
<li>Anon2RoyalEndTableLight</li>
</value>
</Operation>

</Patch>


This allows you to delete the research bench and bed defs from your ThingDefs, yet still have the facilities link.

This makes your mod then compatible with anything that also modifies those two def.

If you're interested, I can also whip up some patches for other furniture mods as they are updated to A17, and make them in such a way as to have them activate dynamically, based upon which ones are loaded.

AWESOME  ;D
#4
Quote from: Lethe on February 17, 2017, 06:49:16 PM
Anyway for you to make the dresser and night stand buff work on beds added by T's mod? They don't seem to work currently [no grey line connecting them like vanilla beds].

https://ludeon.com/forums/index.php?topic=4373.0

I believe there's a compatibility patch download on T's mods.
#5
Quote from: jxplicits on January 20, 2017, 12:11:57 PM
Hi, guys
What does this mean and how can I fix it (if it's possible)?

Exception in Tick (pawn=Li, job=FinishFrame A=Thing_ANON2EndTable_Frame106736, CurToil=2): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
  at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__IteratorE.<>m__36 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


Try moving More Furniture above your other mods. If your using other mods.
#6
Quote from: skullywag on January 15, 2017, 09:55:04 AM
Anon, you want this moved back into releases?

Yeah, how? I guess I should message a moderator?
#7
I HAVE RETURNED  ;D
#8
Help / Re: Rimworld Texture/Sound Modding
November 13, 2016, 01:37:04 PM
#9
Help / Re: Rimworld Texture/Sound Modding
November 13, 2016, 11:37:34 AM
Hello?

     If anyone would still bother to take a look at this topic again (I know it's been out-of-date for years), I'd like some help with getting Rimworld's textures from the assets file. I want to be able to use them for a mod of mine, but I haven't been able to get to them. I've followed the instructions on the rimworld wiki but I only get unusable textures (98% empty or grid, 2% random pixels in the top corner for ALL textures), and I've tried this on 3 different computers.

I think the problem is with Unity Assets Explorer but I'm unable to find a fix/solution/alternative for this online. Any help would be VERY appreciated.
#10
Quote from: Arnold Rimmer on September 12, 2016, 07:22:18 PM
Anonemous2, Thank you for this mod :) A small matter that bugs (probably only) me:
Could you maybe set the default rotation when building in a way that the "front" of the
furniture points downwards?
In Detail: The dresser, end-table, end-table with light, filecabinet, when clicked to be built,
all face "north" with their frontside, eg. where the drawers are. So when placed they then
of course look kinda boring. Sure, you can rotate them, but for those who built for beauty
in "our" eyes (instead only for the colonists eyes' beauty), it is a bit tedious
(tedious sounds a bit dramatic though).

If i swaped the front with the back, then the menu icon would be reversed, and show no detal....
#11
Quote from: lilymortis on August 31, 2016, 02:23:55 PM
Is there going to be an A15 version?

It works in Alpha 15 without needing updates, so the next update will add stuff.
#12
Quote from: Deimos Rast on August 23, 2016, 06:36:28 PM
So I've read through the entire thread and there is continual reference to a CR patch, but I can't find the download link anywhere. Looking in the WW guns files, it seems to be standard vanilla verbs, not CR verbs? Unless I'm misreading things.
Just want to know if I can include this in a new playthrough, as I really like the packs.

There was a CR Patch, but it was for Alpha 13, so when I updated to A14, I removed the old download links, If you still want them there;
https://www.dropbox.com/s/z610f5tfcrjygxr/World%20War%20Weapons%20v2.03%20CRP.zip?dl=0
and
https://www.dropbox.com/s/cgyfx5jgz9zmsvc/American%20Civil%20War%20Weapons%20CRP%20V1.02.zip?dl=0

and as for using my mods I don't mind what people do with them.
#13
Quote from: IndustryStandard on May 04, 2016, 10:40:15 PM
By any chance would it be possible to add a couple Japanese WW2 weapons?

Mauser C96
Type 38, 30 or 99 (Bolt action rifles)
Type 99 LMG
Type 100 SMG
MP34 SMG

Obviously not expecting ALLLL of these, since I imagine making the graphics for them is time consuming, but felt like you had a bunch of German, US and Russian weapons and no Japanese.



Okay I was really far behind on my to-do list, but Im final come back around, and I'll include some of these for my steam workshop version.
#14
Quote from: Rimfire on August 08, 2016, 07:07:12 PM
Quote from: Anonemous2 on August 07, 2016, 09:24:20 PM
I am currently updating this mod, and will also upload a differnet version that includes other stuff for the steam workshop.

Looking forward to it. I'll link it on Steam when you're done.

Its done, but Im not putting it on steam yet, When I finsh updating several other of my mods I'll include it in a mod pack.
#15
I am currently updating this mod, and will also upload a differnet version that includes other stuff for the steam workshop.