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Messages - Sandy

#1
Quote from: aviv on March 22, 2022, 01:07:19 AM
the mod doesnt work for me , mod list show everything ok but when i press gear tab nothing showing up.
1)i have advance Rimhud mod
2) i copy all the folders and files inside the zip.
3) like (2) but only the folders with the version 1.3 on them.

Do you have any pics of the Gear tab? you can ignore folders named in numbers "1.0", "1.1", "1.2" and only use "1.3", but all the other folders need to be copied fully.
#2
V4.3.1: Fixed the issue with Hands and Feet apparels not showing in slots when using Yayo's Combat 3 (Adopted) mod.
Thank you.
#3
Now updated to Rimworld V1.3. Sorry for the delay.
#4
V4.1:
- Old RPG style layout.
- Added slots for Combat Shields and UnderWhere mods.
#5
V4.0:
- Updated to Rimworld 1.2 version.
- Remade the mod to support most apparel mods.

Quote from: Ruisuki on May 11, 2020, 06:55:18 PM
any plans for adding ammunition support? https://ludeon.com/forums/index.php?topic=49839.0
Currently, no plans for that. Sorry man.
#6
Version - 3.4
- Added support for A Rimworld of Magic mod, code provided by Torann.
#7
Releases / Re: [1.0] Sladki mods
March 26, 2020, 10:51:23 PM
Quote from: Sladki on March 26, 2020, 01:19:42 AM
Idle Power Consumption: updated for 1.1


Known issues: autodoors always consume decreased amount of energy.
Thanks so much man. now i can finally start playing the game.
I'm not a big fan of autodoors, so it doesnt affect me in the slightest.
#8
Releases / Re: [1.0] Sladki mods
March 24, 2020, 08:17:06 AM
Quote from: Sladki on March 08, 2020, 04:22:43 PM
Quote from: Retry_02Hide on March 08, 2020, 02:26:55 PM
Hi, thx for your nice QoL mods, is it possible to update 1.1 compatibilities for them?
Hi, I'll take a look.
Thanks for your mods, man. I cant play without Idle power consumption mod. Can you update to 1.1 please?
#9
Version - 3.3.2
- Added mod settings to adjust the gear tab size.
- Added support for Field medic mod.
Thanks.
#10
Version 3.3.1
- Fixed the issue with 'looting' apparels of imperial troopers and quest helpers.
- Fixed the issue with memory leak when kept the gear tab open for long time.

I think i fixed those, but i dont have the DLC, so i couldnt check it myself.
#11
Quote from: flyfire2002 on February 27, 2020, 01:47:17 AM
Hi Sandy, thanks for your great mod. I'm trying to revive the CE compatible version of this mod. I have a question about a code snippet. Under 1.1 source code line 193, which is
foreach (ThingWithComps current in this.SelPawnForGear.equipment.AllEquipmentListForReading), the code checks whether current is primary, then decide where to draw it. It seems that if there are multiple non-primaries, they will draw over each other, no? Also for non-primary, brawler check (line 212), why does the code need to check whether the primary is not null?

Thanks for answering the questions!
Hi, thanks for using my mod. Sorry for the very late reply. Both of your questions are related to Dual Wield mod.
First, there's only supposed to be one offhand(non-primary) weapon, so i didnt worry about more than one non-primary weapons.
Second, the primary null check is bcoz of how the Dual Wield mod works. If you dont have any weapon and only equip an offhand weapon, the mod will consider that as a primary. And, if you have a primary weapon and then equip an offhand weapon, the mod will consider the offhand weapon as a non-primary. So, if I have to display the offhand weapon in the second weapon slot, I need to make sure the primary weapon is also equipped, hence the null check.
#12
Hi guys. I updated the mod to 1.1. It also has 1.0 version, so it should work on both versions.
Added support for Capes from Vanilla Apparel Expanded. Thanks.
#13
Quote from: LoonyLadle on January 08, 2020, 05:24:45 AM
Don't forget that if you encounter bugs, errors, or other bad behavior that you have to report it to me in order for it to get fixed! When I become aware of a problem I will likely fix it within twenty-four hours.
Hi bro, those are some fine mods. Thanks. i want to use them in my next game, but i couldnt find any info regarding the load order and dependencies if there are any.
like, EPOE required to be in the bottom of the load order, and since ur mods also do surgeries and have bionics, should i load it at the bottom too?
#14
Sorry guys for replying soooo late. I was caught up with work.
Quote from: Ruisuki on September 12, 2019, 09:46:50 PM
Arghhh the post didnt go through. Ok so i figured out why the footwear was being replaced. hands and footwear adds shoes that cover the skin layer of footwear. Chickenplucker adds socks which do the same so they are replaced, whereas his actual boots cover the middle layer of the foot. I have yet to figure out why the cape from Vanilla apparel expanded(neck layer) and the battle stims from medical supplements mod(utility layer, covering the waist) dont show on the rpg slots. I know i am able to wear the cape at least simultaneously with both types of headgear (eyewear and hats) and the battle stims alongside a toolbelt (waist coverage belt layer) at least, so maybe a slot hasnt been created for them? I have tried different positioning of the load order, including rpg above and below both mods. So far no luck. Given that...
Quote from: Tocato on August 21, 2019, 11:40:26 PM
A suggestion: Clicking on the slot (leg, head, etc) brings up a list of all eligible items for that category

I noticed some mods add suits which take up both the torso and pant slot for instance. Any chance this could be reflected in the mod? For example the warrior poet outfit from vanilla apparel expanded
would it be possible to show all of the slots that are available before their corresponding gear is equipped? I think so far this mod includes all of the vanilla slots by default: Headgear (head and ears) Torso (middle, outer and skin layer) Pants (skin layer) and waist (belt layer) 
but still is missing some added by mods such as: Gloves (skin layer) Socks(skin layer) and glasses headgear (eye coverage) and maybe the two I mentioned earlier? All dont show on the rpg slots before they are actually on your colonist so it would be helpful i think.

I also think what Tocato says makes sense. Combination suits which cover the torso and pants should appear on both slots, as opposed to only the top making it appear at a glance as if the bottom if naked. Just some thoughts.
Hi. rimworld clothing systems is really complex, with 5 layers and many more bodyparts. even with 10 bodyparts, that 50 clothes ur pawn can wear and i dont have the space for more slots. that and since im using 14" laptop, i cant make the slots and check its working in the small screen size.
anyway, a shoe covering the feet can be used in 5 layers. i only made enough slots to allocate the 3 common layers, onskin, middle and outer. many modders are making apparels that they want to wear with other apparel mods, so they choose uncommon layers, like overhead and belt. they wont appear in my slots.
the thing with cape is, i think it covers both neck and torso, right? if it didnt show up in the three slots using common layers, then the cape uses uncommon layers. probably to wear it along with other outer layer apparels, like armors. as for neck slots, they only covers neck, not torso. since the cape covers torso, it wont appear in the neck slot. the system is complicated for me, sorry about that.

Quote from: Tocato on September 24, 2019, 03:25:29 PM
Can we rearrange the rpg slots so that skin is on the left middle torso is middle and outer remains right?
the reason i made it like that is bcoz at the start of the game, pawns spawn with onskin clothes only. only jacket types and armors use middle and outer layers. so i didnt want it to look awkward at the start.

Quote from: Starsenal on November 01, 2019, 11:33:14 PM
Hello. Could we get a compact version of this mod? To specify, I would like the squares for clothing, weapons, and such to be smaller so that when I click on the gear tab, I do not have to scroll through a vertical list of things to see everything. I know that with mods such as smart medicine where I have my doctors stocked up with 2 or 3 different medicines at all times, it makes it more difficult to prevent this, but I hope that by reducing the size of the boxes that maybe this could be achieved.
the main aim of the mod was to get a visual idea of apparels, making the slots smaller than it already is, will make the textures even smaller and not clearly visible to everyone. sorry.

Quote from: BlueTressym on November 17, 2019, 01:55:13 PM
Hi.  I really ,ike this mod.  Is it possible to make it compatible with the Underwhere mod by An Ol' Spicy Keychain? 

It adds new layers for the undies; Underwear top and Underwear bottoms.
with my laptop screen size, not possible. In Steam, i already mentioned that if anyone else want to take up this mod and add those other layers, they can do it. sorry man. there are already too many layer+bodypart mix in rimworld and these guys are adding more to it. showing them all in slots, placed in meaningful places in the UI, is near impossible.

Quote from: Agent Smith on December 03, 2019, 06:08:42 PM
The mod is coming up blank
Quote from: Canute on December 04, 2019, 03:39:38 AM
So blank like your message ?
Could you give a bit more details.
What is blank, the file you download, the display window, or ... ?

Did you download the mod with the Dropbox link ?
I just notice, Sandy made a mistake and add a extra folder inside the archive.
\[1.0] RPG Style Inventory [V3.2].rar\[1.0] RPG Style Inventory [V3.2]\[1.0] RPG Style Inventory\
So when you unzip it into mods, the mod can't work. You need to move the folder inside the mod folder to Mods.
Just compare how other mod file structure looks when you open them.

But if you got another problem, maybe describe it better and maybe include a logfile use the Share log button from the logwindow.
About that two folder thing, since i made different version, using the new version names made trouble for other mods accessing mine, like Smart Medicine. so i used the outer folder to mention the version and the inner folder to copy to ur mod folder. I'll update the "How to install" section with this info. Thanks guys.
And Canute, thx so much for helping me and the others here, man.
#15
Quote from: SargBjornson on July 30, 2019, 06:14:18 AM
The game will say that you have won, but you keep your colonists so you can keep playing afterwards, and use the centipede to destroy all your enemies with (almost) total impunity. You can also keep playing after the vanilla ship has landed, but you usually don't because you don't have colonists :)

Bisons for the moment produce muffalo genes, yes, it's on purpose. If I decide to make a compat patch that will obviously change! Oskar was interested in collaborating, but real life got in the way.
thanks for replying.. just one more thing.. lets say i created the archotech hybrid and won the game and decided to continue playing.. now if i launch my ship, what happens? will i get a second winning notice? or they game just continue to play? sorry, i never launched the ship, a second time, before..