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Messages - Khell

#1
Outdated / Re: [A17] Lockable Doors
July 14, 2017, 11:25:36 PM
A17 compatibility beta release is available. :)

I haven't forgotten all the features I wanted and said I would implement back in January... this is still planned when I get the time to play RimWorld again. :)
#2
Outdated / Re: [A16] Lockable Doors
June 29, 2017, 12:00:04 AM
Will update for A17 very soon. :)
#3
Outdated / Re: [A16] Lockable Doors
January 17, 2017, 05:39:02 AM
Yes, it seems Clutter Structure uses the same namespace (LockableDoors) for its doors as my mod. The DLLs are also named the same. The one that is first in load order will be loaded and the ones after ignored. Then when the game goes to load the XML defs it cannot find the required classes. mrofa is there a chance you can move your version into your ClutterStructure namespace with the rest of your mod?
#4
Outdated / Re: [A16] Lockable Doors
January 15, 2017, 09:11:50 AM
Quote from: Shabazza on January 15, 2017, 06:17:39 AM
Can you block doors for colonists that are raging from a mental breakdown with this?
Because in vanilla, I hate that those guys can just beat up my other colonists without much chance to avoid them.

Yes. They will attack the doors though if there isn't anyway out, so they may eventually still get to your colonists. :)

@Kesran
Glad you were able to get it working :)
#5
Outdated / Re: [A16] Lockable Doors
January 15, 2017, 02:17:26 AM
Quote from: Kesran on January 14, 2017, 04:43:27 PM
Great idea, but had to uninstall - even though I hadn't actually locked any doors, or even before i competed the required research, whenever guests tried to leave I got constant 'guest is leaving' message spam and guests couldn't actually leave. (I was using steam workshop version)

I've tested with caravans, visitors etc and wasn't able to reproduce this. I get the normal "XYZ is leaving" notice and they leave as normal. No spam. I also tested with doors locked, and then I got the notice that mrofa raised, which is that they've been trapped and will dig their way out. It will also happen if you trap them inside before they leave by locking all the doors - but still no spam.

Given how little actual core game code this affects, and that they are exactly identical to normal doors until they are locked, I think it's something else? Maybe one of your other mods? If you can give me exact steps to reproduce or let me know if it is conflicting with another mod I'd be happy to look at it again.

Also - if you aren't already make sure you restart the game when you activate new mods. I had various issues after activating new mods without restarting the game.

@mrofa
Thanks for sharing, but I didn't get any spam. I also didn't know someone else had already made a lockable door mod! Looking at your implementation it's a bit different though. :)
#6
Outdated / Re: [A16] Lockable Doors
January 14, 2017, 08:05:30 PM
I add a new door building and detour an unrelated method, I'm not sure how my mod could be causing that spam especially if you haven't built any of the new doors. Will take a look when I can.
#7
Outdated / Re: [A16] Lockable Doors
January 14, 2017, 11:30:29 AM
Quote from: swampslug on January 14, 2017, 11:08:52 AM
One of my big issues with the game at the moment is that visitors and their animals ignore forbidden doors and eat your food and crops when they are hungry.
Does this mod prevent visitors using locked doors?

I haven't tested this personally as I play on an ice sheet with at least -60C outside all the time, meaning no visitors ever, but I believe so. The unlockable condition is that no matter what a pawn must be assigned to be able to open the door. The caveat is that if they have a berserk mental break, well I found they like to attack and break the doors. :)

If this isn't the case please let me know and I'll fix it.
#8
Outdated / Re: [A16] Slept in the cold Thought Rework
January 14, 2017, 09:30:03 AM
Have added a direct download link.

Quote from: Zebukin on January 13, 2017, 05:13:00 AM
Yay! thanks. The right way!
It was so aanoying when pawn had -120° clothes and still sleep in the cold.

Also, I think, bed can give little temperature bonus.
Basic +5° warm for wooden bed. And -5 for stone bed, -8 for metallic bed when room is cold enough, colder than 32°C in the case of stone basic bed (because our body is 36—37° and we should love thermodynamic ;)

The quality will increase it a bit: legendary wooden +11°, legendary metallic -13°, only if room 13° colder than body? so the ingame default 21°C is ok.

Sadly we still making beds without fabrique or wool, so they haven`t temperature and quality bonuses.

Great ideas I like them, thank you for sharing! :) I'll see what I can do.
#9
Outdated / [A17] Lockable Doors
January 14, 2017, 05:32:34 AM
Requires


Description
Adds lockable doors and autodoors to the game after appropriate research projects Door Locks for normal doors and Locking Autodoors for autodoors have been completed. Finally, your colonists can have a night of undisturbed sleep without needing to build a hallway if you don't want to!

I was inspired to create this mod after my colonists kept entering other colonist's rooms to use their furniture, and installing other mods that added hygiene and bladder requirements which prompted me to build ensuites.

Download
Available on Steam Workshop and Github.

Source
On Github.

License
You may include it in a modpack, but please give credit.
#10
Outdated / [A16] Slept in the cold Thought Rework
January 13, 2017, 12:26:29 AM
Apologies for the awful picture; I made it in Paint at 4am. :)

Requires


Description
When colonists sleep, they receive the "Slept in the cold" debuff based on if they weren't wearing all of their clothing. The room can be 10C and you can be insulated up to -127C and still receive "Slept in the cold" as apparently colonists would prefer to be cold even when it is within their means to sleep comfortably.

This mod changes this behaviour so that they do in fact wear their clothes to sleep. Instead of slept in the cold, there are now three stages of increasingly worsening debuffs:

  • Slept in clothes (-2), when the room is below the original threshold.
  • Slept in clothes uncomfortably (-5), when the room is 70% below their Gear's minimum comfortable temperature.
  • Slept in near death conditions (-8). when the room is 100% below their Gear's minimum comfortable temperature.
In some cases this reduces the difficulty whilst increasing it in other cases. You can also adjust the mood effect modifiers via the Mod Settings menu provided by HugsLib.

Download
Available on Steam Workshop and Dropbox.

Detours
RimWorld.Toils_LayDown.LayDown (static method)

Source
On Github.

License
You may include it in a modpack, but please give credit.