A new version has been released (v0.14), it should some of the "hacks" that some people experience during the week. It also adds animal trading, thanks to thomotron.
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#2
Releases / Re: [A17] Phi - Multiplayer interactions between colonies
November 27, 2017, 10:54:34 AM
Mod updated to A18

#3
Releases / Re: [A16] Phi - Multiplayer interactions between colonies
May 27, 2017, 07:56:58 AM
The mod is updated for A17. 
As always, check the OP for the download links.

As always, check the OP for the download links.
#4
Releases / Re: [A16] Phi - Multiplayer interactions between colonies
March 03, 2017, 05:11:51 PM
v0.11 is out !
Not a lot of big feature, just some QoL improvements and some limitations to the nicknames & messages to avoid spamming & a unreadable chat.
Not a lot of big feature, just some QoL improvements and some limitations to the nicknames & messages to avoid spamming & a unreadable chat.
#5
Releases / Re: [A15] Phi - Multiplayer interactions between colonies
December 27, 2016, 02:02:23 PM
Version v0.10 is out, making the mod A16 compatible !
You can download it through the link in the first page, or through Steam Workshops (which should happen automatically).
Thanks, corrected !
You can download it through the link in the first page, or through Steam Workshops (which should happen automatically).
Quote from: Thyme on December 26, 2016, 02:50:53 PM
Thank you.
PS: You might want to remove the CCL requirement from post #1
Thanks, corrected !
#6
Releases / Re: [A15] Phi - Multiplayer interactions between colonies
December 26, 2016, 07:00:41 AM
CCL dependancy has been removed in the last update, in order to make the mod compatible for A15.
I'm currently trying to make the mod compatible for A16, I don't have any ETA for an update atm.
I'm currently trying to make the mod compatible for A16, I don't have any ETA for an update atm.
#7
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
September 27, 2016, 01:57:00 PM
v0.9 is out !
Phi is compatible with Rimworld A15 and CCL is no longer required to use Phi.
Phi is compatible with Rimworld A15 and CCL is no longer required to use Phi.
#8
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
August 13, 2016, 01:45:50 PM
v0.8 is out !
Sending things should be now easier, the interface for it has been remade and it looks more like the usual trade window. You can also send multiple items.
The "Enter" shortcut should now work correctly.
Full changelog is available here
Sending things should be now easier, the interface for it has been remade and it looks more like the usual trade window. You can also send multiple items.
The "Enter" shortcut should now work correctly.
Full changelog is available here
#9
Mods / Re: New code injection method
August 08, 2016, 08:39:23 AM
I believe you can use Mono.Cecil to do that but more easily.
Back when I was modding Planetbase, we did something similar to add event hooks to the game. I began to convert what I did for Planetbase to Rimworld, but since CCL already exists, I didn't continue.
The repo is available here. Basically, what it does is injecting MSIL code into the Assembly-CSharp.dll assembly to call the library that will load mods and offer them event hooks. It reads a XML file to know what kind of code to inject in the assembly. For example:
This configuration would inject a static call to a static method called "Phi" in a class called "PhiScript" in an assembly called "PhiScript" in the PlayDataLoader (one of the earliest called method in Rimworld), allowing me to catch this event and add behaviour for this.
The advantage of using Mono.Cecil is that it takes care of pretty much everything: calculating addresses, offsets, adding assemblies dependencies into the modified dependencies and such.
Back when I was modding Planetbase, we did something similar to add event hooks to the game. I began to convert what I did for Planetbase to Rimworld, but since CCL already exists, I didn't continue.
The repo is available here. Basically, what it does is injecting MSIL code into the Assembly-CSharp.dll assembly to call the library that will load mods and offer them event hooks. It reads a XML file to know what kind of code to inject in the assembly. For example:
Code Select
<Class Name="PlayDataLoader" Location="0">
<Method Name="LoadAllPlayData">
<Instruction OpCode="Call" Assembly="PhiScript" Type="PhiScript.Phi" Method="StaticLaunch" />
</Method>
</Class>
This configuration would inject a static call to a static method called "Phi" in a class called "PhiScript" in an assembly called "PhiScript" in the PlayDataLoader (one of the earliest called method in Rimworld), allowing me to catch this event and add behaviour for this.
The advantage of using Mono.Cecil is that it takes care of pretty much everything: calculating addresses, offsets, adding assemblies dependencies into the modified dependencies and such.
#10
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
August 07, 2016, 12:47:28 PM
I believe someone sent you an offer while you were not in a game.
#11
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
August 06, 2016, 02:57:00 PM
A new small update v0.7.2 that fixes yet another bug with transactions.
Edit: And, hopefully, a last one: v0.7.3.
Edit: And, hopefully, a last one: v0.7.3.
#12
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
August 06, 2016, 12:33:33 PM
It should be now fixed with v0.7.1

#13
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
August 06, 2016, 11:00:17 AM
Update v0.7 is live !
It is mainly an improvement of the transmission of colonists. They keeps a lot more characteristics (physics, backstory, skills, traits, gear and inventory). The only thing that isn't transmitted is the health state. The game now asks you to accept items or colonists before sending them to you.
Full changelog is available here
You can download the new version via the links in the first post or via the Steam Workshop.
A listing of servers handled by an other player is available for those who want to make their own server and "advertize" it. There's even an RP server for those who are interested.
It is mainly an improvement of the transmission of colonists. They keeps a lot more characteristics (physics, backstory, skills, traits, gear and inventory). The only thing that isn't transmitted is the health state. The game now asks you to accept items or colonists before sending them to you.
Full changelog is available here
You can download the new version via the links in the first post or via the Steam Workshop.
A listing of servers handled by an other player is available for those who want to make their own server and "advertize" it. There's even an RP server for those who are interested.
#14
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
July 31, 2016, 07:06:15 AM
A new version is available, it just adds a scroll bar for the user list.
I tried to find a possible cause for the bug, but I can't figure it out what could cause this. Is there a message in Debug Log saying "A packet was sent ChatMessagePacket" when you try to send a message ?
Do you click on the button to send a message (and not hitting enter, for example) ?
Quote from: sefin_88 on July 30, 2016, 05:58:14 PM
anyone else having the problem with not being able to send chat in the server chat. I can see several people chatting and even send items. Just cant chat.
I tried to find a possible cause for the bug, but I can't figure it out what could cause this. Is there a message in Debug Log saying "A packet was sent ChatMessagePacket" when you try to send a message ?
Do you click on the button to send a message (and not hitting enter, for example) ?
#15
Releases / Re: [A14] Phi - Multiplayer interactions between colonies
July 29, 2016, 05:13:30 PM
After spending my evening on it, it should be now resolved.
If you still have any error, please try to reinstall the mod before posting a report.
If you still have any error, please try to reinstall the mod before posting a report.

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