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Messages - ilikegoodfood

#1
Releases / Re: [1.0] Verb Expansion Framework (v1.1.5)
February 18, 2020, 06:30:02 AM
Quote from: SargBjornson on February 17, 2020, 07:59:24 AM
We want a DLL :)

RimWorld 1.1, which is currently available as an unstable release and which the refactored VEF will be targeting, includes in-built mechanisms for mod-dependancy and dependancy warnings, direct download links for non-steam users and other new mod-handling features. This resolves some of the previously expressed issues that you have with non-dll-only mods.
#2
Releases / Re: [1.0] Verb Expansion Framework (v1.1.5)
February 17, 2020, 02:43:20 PM
Quote from: SargBjornson on February 17, 2020, 07:59:24 AM
We want a DLL :)

This is a major framework akin to the Alien Race framework, Jec's Tools and the others. DLL mods lead to issues with ompatibility, load order, and update cycles, as well as prevent a wide variety of things from being done safely. Erdelf was the one who explained to me the flaws of the DLL-only mods and disuaded me from attempting to make VEF into one. You can demand it as much as you like, but it will not happen.
#3
Releases / Re: [1.0] Verb Expansion Framework (v1.1.5)
February 17, 2020, 06:58:16 AM
Public Service Announcement:
Work on a completely refactored Verb Expansion Framework 2.0 is likely to commence soon(TM).
Soon looks like some time next month Please remember thatit will take considerable time to developel this release, especially with the new changes Tynana has implemented in the code-base.
It will  not be released by myself as I am handing VEF off Erdelf, an increadibly skilled and dedicated RimWorld modder.
#4
Monster Mash 4.0.4 brings breeding fixes for the Carrion Crawler and Inferno Beetle, prosthetics integration for AlphaAnimals and the ability to convert the new Thermal Core (artificial body part) into the old Thermal Core (building).

It also brings us our first localisation. The modder Trunken has kindly translated Monster Mash into German.
#5
Releases / Re: [1.0] Verb Expansion Framework (v1.1.5)
September 06, 2019, 05:14:28 AM
VEF verin 1.1.5 brings us new ways to murder on the Rim, with the introduction of three new verbs that all produce explosions centred on te user; VEF_Verb_Explode, VEF_Verb_ExplodeSafe and VEF_Verb_SelfDestruct. These new verbs are fascilitated with the new VEF_VerbProperties_Explode class.

Also implemented a smokepopSound field into the smokepopDefense comps so gthat you can assign custom sounds.
#6
Monster Mash Version 4.0.2 is now out, and along with it the version of the Polar Colossus that I originally envisaged.

The Polar Colossus now spawns with a set of three artificial bodyparts, the Thermal Core, Optical Targeting System and Thermal Lance Firing Assembly. Each one is roughly equivalent to an archotech bodypart, and grants powerful bonuses. When all three are installed on a pawn, the pawn gains the Thermal Lance Assembly and accompanying ranged attack (scales to body size).

Also finally fixed the tradability bug that has plagued this mod since release. All items, building and creatures are now tradable.

Near-future plans include the creation of a new mechanoid (technically two). Expect to see the Mechanoid Fabricator wandering the world, or occasionally dropping down among spaceship parts.
#7
Releases / Re: [1.0] Verb Expansion Framework (v1.1.4)
August 29, 2019, 05:16:04 AM
Version 1.1.4 puts us firmly back on track for producing new content, with the arrival of HediffSets and Verb_ShootBody, as well as myriad tiny code improvements.
#8
Releases / Re: [1.0] Verb Expansion Framework (v1.1.3)
August 21, 2019, 11:31:58 AM
Version 1.1.3 is yet another bug hunting exercise.

This one fixes interactions with Cybernetic Warfare's WargearToggle Comp as well as a number of issues with the squad attack gizmos.
#9
Releases / Re: [1.0] Variable Bleed Rate Framework
August 06, 2019, 03:22:14 AM
A small update that changes how VBRF identifies the presence of VEF. The new method should be considerably better on load performance (although with such a small mod, you are unlikely to notice it).
#10
The first content update for MonsterMash in a very long time is now out!
Version 4.0.1 brings slight adjustments to all creatures, fixes and mod compatibility for Advanced Biomes, Nature's Pretty Sweet, Realistic Planets, and Terra Project.
#11
Releases / Re: [1.0] Verb Expansion Framework (v1.1.0)
August 04, 2019, 10:17:01 AM
My most major update yet is now out, bringing us to version 1.1.0:
  • Newly implemented Smokepop Defense HediffDef and ThingDef.
  • Partial CE compatibility (make sure to check the wiki for details!).
  • Numerous bugfixes.
#12
Releases / Re: [1.0] Verb Expansion Framework (v1.0.3)
August 02, 2019, 06:47:18 AM
This one's kind of important, so I'm posting an update message to bump this thread:

Bugfixes:
- Resolved crippling null error involving melee weapons and the Verb Gizmo.
- Fixed harmless null error in Battle Log for explosions.
- Fixed harmless null error in Battle Log for certain weapon combinations.
#13
Quote from: Vehicular_Zombicide on August 01, 2019, 05:34:35 PM
Will there ever be a compatibility patch between this mod and Genetic Rim?

I would very much like there to be, although I don't yet know when I'll have time to get to it. The upcomming updates may be a resonable time to work on that too.
#14
MonsterMash version 4.0 is finally out.

Sadly, this update does not include new content updates, but it provides a huge number of fixes that have become neccesary as time passed (and that no-one reported).


  • Remove dependency on Range Animal Framework
  • Removed dependency on ModCheck
  • Added dependency of Verb Expansion Framework
  • Fixed compatibility patches for A Dog Said... Animal Prosthetics
  • Changed compatibility patches for Giddy-Up in accordance with removal of ModCheck

I am actively continuing development on the Verb Expansion Framework (Steam Workshop) (Forum), which I started a long time ago in order to facilitate some of the things I wanted to do with this mod.
Using features I hope to complete soon, I will performing a general overhaul of this mod.

Until then, this mod is working again, as it should be. Enjoy!
#15
I have succesfully converted Monster Mash over to VEF. I had to change the projectile thingClass back to normal, change the projectile parents, and remove the JobDefOf added by the Range Animal Framework, and I think that was it.

I'm not going to release the conversion yet, as I want to do an extensive overhaul of Monster Mash after implementing some additional features into VEF.