Yep. Turns out it was only Advanced Biomes. It had the poison deer. Is there a particular reason that the poison deer conflicts? It's an unlikely combination... but great work on the mod nonetheless!
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#2
Releases / Re: [1.0] Ammo Tweaks for CE
February 12, 2019, 12:44:23 AM
I tried following your instructions, but no logs were placed on the desktop. The closest I can do is the HugsLib log at https://git.io/fhQan. Quick testing shows that of those mods, at least Advanced Biomes and one or more other mods cause the issue. I do not know why.
#3
Releases / Re: [1.0] Ammo Tweaks for CE
February 10, 2019, 01:43:42 PM
Hm, I have not checked the ammo price thing, but for the recipe tweak, it does not work. I have tried setting the mod order (so it loads before/after CE), and also reinstalling both. Neither fixed it. I can confirm the mod loads by the mod's config menu being available, but afaik tweaking the ammo multiplier does nothing. Just to confirm, even with this mod, the loading bench is the primary method to make ammo, right?
#4
Releases / Re: [1.0] Ammo Tweaks for CE
February 10, 2019, 04:31:30 AM
Maybe I'm doing something wrong, but it's not working?
#5
Releases / Re: [B19] RimHUD v1.1.0 - A new UI mod
September 21, 2018, 11:43:51 PM
Looks awesome! Is there a backport for B18?
#6
Releases / Re: [B19] The Many Mods Of Mehni [Updated Aug 28] All done for "1.0"
September 16, 2018, 02:56:57 AM
For the Pick Up and Haul mod
Perhaps allow pawns to use this when hauling materials to a construction frame? As far as I can observe, this does not happen.
Also, maybe it would be nice if one pawn can mark multiple stacks of items nearby in succession to haul. Let us assume we have four pawns, and four stacks of items to haul. If all the pawns are idle, they will all reserve one stack to haul, rather than having the first to get there pick them all up. This becomes annoying when half of the pawns are across the map...
It's a wonderful mod and I love how productive it makes the pawns
Perhaps allow pawns to use this when hauling materials to a construction frame? As far as I can observe, this does not happen.
Also, maybe it would be nice if one pawn can mark multiple stacks of items nearby in succession to haul. Let us assume we have four pawns, and four stacks of items to haul. If all the pawns are idle, they will all reserve one stack to haul, rather than having the first to get there pick them all up. This becomes annoying when half of the pawns are across the map...
It's a wonderful mod and I love how productive it makes the pawns
#7
Outdated / [B18] No Mood Loss on Prisoner Death or Sold
April 03, 2018, 01:55:16 AM
"I'm not very impressed. Heard three prisoners died today."
"Shut it. Remember that those bastards killed Anna, and kidnapped James too."
"So... what do we do?"
"Wanna go grab a beer?"
Removes the mood penalties for killing or selling prisoners. Comes with some rather... interesting... thoughts.
Mod originally by some guy at the Nexus Mods forum. This is updated for B18.
https://github.com/Mersid/Rimworld_NoMoodLossPrisonerDied/releases/latest
"Shut it. Remember that those bastards killed Anna, and kidnapped James too."
"So... what do we do?"
"Wanna go grab a beer?"
Removes the mood penalties for killing or selling prisoners. Comes with some rather... interesting... thoughts.
Mod originally by some guy at the Nexus Mods forum. This is updated for B18.
https://github.com/Mersid/Rimworld_NoMoodLossPrisonerDied/releases/latest
#8
Outdated / [B18] Fast Grass Growth
April 01, 2018, 03:32:59 AM
"Hey Elisa, have you noticed our town's barren as a desert?"
"Yep. Grass dies before they get to us."
"Why?"
"No idea. Grass seems to grow fine beyond our base, for some reason..."
Grass now spreads roughly ten times faster. Great if your grass dies before it gets to the middle of the map. Growth rates are unaffected.
https://github.com/Mersid/Rimworld_FastPlantGrowth/releases/latest
"Yep. Grass dies before they get to us."
"Why?"
"No idea. Grass seems to grow fine beyond our base, for some reason..."
Grass now spreads roughly ten times faster. Great if your grass dies before it gets to the middle of the map. Growth rates are unaffected.
https://github.com/Mersid/Rimworld_FastPlantGrowth/releases/latest
#9
Outdated / [B18] Triple-Sized Gate (Patches Doors Expanded)
April 01, 2018, 03:28:48 AM
"We just learned how to make double doors, guys."
"Well now learn to make triple doors!"
"..."
Adds a 1x3 Gate to the Doors Expanded mod.
https://github.com/Mersid/Rimworld_TripleGate/releases/latest
"Well now learn to make triple doors!"
"..."
Adds a 1x3 Gate to the Doors Expanded mod.
https://github.com/Mersid/Rimworld_TripleGate/releases/latest
#10
Outdated / [B18] Expanded Generator Fuel Capacity
April 01, 2018, 03:26:43 AM
"Bob, go refuel the generators."
"We just did it the other day!"
"Well, they're empty. Refuel it. Now."
"What if we... made the tanks bigger?"
"..."
"..."
Generators now hold more fuel, reducing the strain on your haulers.
https://github.com/Mersid/Rimworld_ExpandedGeneratorFuelCapacity/releases/latest
"We just did it the other day!"
"Well, they're empty. Refuel it. Now."
"What if we... made the tanks bigger?"
"..."
"..."
Generators now hold more fuel, reducing the strain on your haulers.
https://github.com/Mersid/Rimworld_ExpandedGeneratorFuelCapacity/releases/latest
#11
Outdated / [B18] Transport Pods Extended
March 29, 2018, 04:17:14 PM
"Hey Mark! I need you to send this boomrat to the next town over!"
"Oh, alright. Just chuck it in this transport pod here. Anything else?"
"Erm... fuel's expensive. Nope!"
"You do know that we use the same fuel to launch one boomrat, or an entire army of them, right?"
"..."
"..."
This mod overhauls the transport pod's fueling system, and makes a number of changes to the pods themselves.
- Fuel consumption is now heavily dependent on the cargo load. Empty cargoes will use less fuel, and can travel farther.
- Increased fuel capacity to 250
- Pods now carry up to 1200 kg. Be careful, as this severely reduces your max range.
Get the mod at https://github.com/Mersid/Rimworld_TransportPodsExtended/releases/latest
Massive thanks to all the guys over at the Discord channel.
"Oh, alright. Just chuck it in this transport pod here. Anything else?"
"Erm... fuel's expensive. Nope!"
"You do know that we use the same fuel to launch one boomrat, or an entire army of them, right?"
"..."
"..."
This mod overhauls the transport pod's fueling system, and makes a number of changes to the pods themselves.
- Fuel consumption is now heavily dependent on the cargo load. Empty cargoes will use less fuel, and can travel farther.
- Increased fuel capacity to 250
- Pods now carry up to 1200 kg. Be careful, as this severely reduces your max range.
Get the mod at https://github.com/Mersid/Rimworld_TransportPodsExtended/releases/latest
Massive thanks to all the guys over at the Discord channel.
#12
Help / Adjusting Transport Pod Range, Harmony Patch Not Working
March 28, 2018, 04:09:47 PM
So the first HarmonyPatch method (MaxLaunchDistanceAtFuelLevel) is working fine, but (FuelNeededToLaunchAtDist) is never accessed when it needs to be. How would I fix this?
Here are the methods they patch
Code Select
using System.Reflection;
using UnityEngine;
using RimWorld;
using RimWorld.Planet;
using Verse;
using Harmony;
namespace TransportPodsExtended
{
[StaticConstructorOnStartup]
public static class TPE_HarmonyPatch
{
static TPE_HarmonyPatch()
{
HarmonyInstance harmony = HarmonyInstance.Create("TransportPod");
harmony.PatchAll(Assembly.GetExecutingAssembly());
var methods = harmony.GetPatchedMethods();
foreach (var method in methods)
{
Log.Warning(method.ToString());
}
}
}
[HarmonyPatch(typeof(CompLaunchable))]
[HarmonyPatch("MaxLaunchDistanceAtFuelLevel")]
static class MaxDistancePatch
{
static void Postfix(ref int __result, float fuelLevel)
{
__result = Mathf.FloorToInt(fuelLevel / 10f);
}
}
#region FuelNeededToLaunchAtDist
[HarmonyPatch(typeof(CompLaunchable))]
[HarmonyPatch("FuelNeededToLaunchAtDist")]
static class FuelNeededPatch
{
static FuelNeededPatch()
{
Log.Error("Hello!");
}
static void Postfix(ref float __result, float dist)
{
__result = 10 * dist;
}
}
#endregion
}
Here are the methods they patch
Code Select
public static int MaxLaunchDistanceAtFuelLevel(float fuelLevel)
{
return Mathf.FloorToInt(fuelLevel / 2.25f);
}
public static float FuelNeededToLaunchAtDist(float dist)
{
return 2.25f * dist;
}
#13
Releases / Re: [B18] Doors Expanded - Doors Expansion for RimWorld (3/15/2018)
March 23, 2018, 09:53:15 PM
Please add 1x3 gates?
Meanwhile, here's a 1x3 gate, although the door animation has been changed to a regular door open.
https://pastebin.com/raw/zU095xUa
Paste into a new file at \Mods\Doors-Expanded\Defs\ThingDef_Building
Meanwhile, here's a 1x3 gate, although the door animation has been changed to a regular door open.
https://pastebin.com/raw/zU095xUa
Paste into a new file at \Mods\Doors-Expanded\Defs\ThingDef_Building
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