Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - EdB

#166
Quote from: zenfur on September 02, 2015, 07:23:35 PM
Bug report:

Situation: your colonist is kidnapped, but you prevent raiders from getting him out of map and rescue him.

Thanks for the bug report.  Yes, this was reported earlier as well.  I have a fix for it that I will include in the next release.  As described in the previous post, saving and then reloading the game is the best workaround--it sorts itself out.
#167
Quote from: MarvinKosh on September 01, 2015, 09:43:32 AM
A little bit of feedback here. I love the 'no extra points' feature. Thing is, when you load a preset it doesn't load the points for that preset, it uses the points for the three randoms that were there before you loaded the preset.

I kind of realized this as I was adding the feature, but I decided to hold off on changing the way that presets are saved--mostly because I was trying to get it out quickly after the alpha 12 release.  I'll probably revisit this and figure out a way to include the point value in the preset.  I was a little worried that it might be confusing if you switched from no points added to the normal mode and back when loading a preset, but the more I think about, it should be ok.
#168
Quote from: Aile on August 30, 2015, 06:01:04 AM
I got an issue. Got my colonist downed and taken away by raiders, but i managed to kill the carrier. Now when i click on the icon of the previously downed colonist, i cant mark the colonist (it doesnt "check" his portrait and show his skills) and double clicking shows the place he was downed at the last time (the colonist was taken like five times during that one raid and it goes on the last place he was at the groud, from where i rescued him).

Thanks for the bug report.  I think the colonist bar thinks that the colonist is still being carried away.  I rewrote a lot of the code that tracks what's happening to the colonists, and it sounds like I might have introduced a couple of issues.  I will work on a fix, but in the meantime, if you save and reload the game, it should sort itself out.
#169
I've released an incomplete "pre-release" version of the mod with support for Alpha 12.

It includes the Colonist Bar and some of the miscellaneous interface options (default empty stockpiles, etc).  It does not include the replacement tabs, the inventory dialog, the minor tweaks to the work panel or any of the new squad features from the beta release that I did a couple of weeks ago--I'm still working on all of that.  I'd be surprised if I got a full release done before next weekend.

Give it a try and let me know if you run into any issues.

Download EdB Interface 3.0.2 (Pre-Release)
If you need an alternate download site, you can download the mod as an attachment at the bottom of this post, but you must be logged in to see the link.

[attachment deleted due to age]
#170
Quote from: LeBug2002 on August 29, 2015, 09:51:08 AM
Do the animals that you go with reproduce?For me they arent and I have them there for a long time.

I'm not doing anything special when creating the animals, so they should reproduce as normal.
#171
I've decided to do a bit of a rewrite of the mod.  That sounds worse than it is, but it does probably mean that I'll release the alpha 12 version in pieces, with the most important functionality first--and yes, that means the colonist bar comes first.

I have a working version of the colonist bar that I'm testing.  I need to fix how mod preferences are loaded and displayed, and then I'll do the first partial release--probably tomorrow morning.
#172
Quote from: METATERREN on August 27, 2015, 11:42:24 PM
Cool for RP

Trouble when I used this in Alph12c. The character was always displaying as wide/fat body type. I skipped using the mod and never made it to a map to see if they colonists would spawn that way.

You mean the body type never changed even though you were changing their backstories?  Only asking because the backstories are what determine the body type.  If you start going through all of the backstory option, you should see the body type start to change.
#173
I just looked at the mod for the first time in Alpha 12c.  I did not see any issues--are people seeing problems with it?  I'm trying to figure out if I need to put out 12c-specific release.
#174
Quote from: mo0504 on August 27, 2015, 09:40:30 PM
Hello EdB,

Sorry for my bad english, i am from germany.... i have a problem with the text and the caption of the buttons. I use the german version of rimworld and i have such hieroglyphics instead the normal letters, that happens only when i use an other language than english, french or korean. any idea maybe?

This happens when you have the "Development Mode" game option turned on.  If you turn this off, the labels will appear in English.  In "Development Mode," the strange characters let you quickly see which text has not yet been translated.  French and Korean translations were both provided by members of the community--that's why those two languages worked without a problem.  There currently is no German translation for mod, but I'm always happy to add new translations when people send them to me.
#175
Just a quick update.  I don't have a lot of availability to work on the mod this week.  I'm hoping for a release this weekend, but it's hard to say for sure if that's going to happen.  There are a lot of things that I need to work out with the new UI.  It's possible I will do the release in steps to get out the most important features before finishing everything, but I have not decided yet.   I'll keep updating on my progress.
#176
Quote from: Karnej on August 23, 2015, 06:18:25 PM
I was having the same issue as a user above me with nexus mods. It claimed incorrectly that I had tried to download over 50 times and it had blocked my IP for like 3 hours. I know it isn't a big deal but it would be if everybody used nexus lol. Maybe you can just link it at the bottom of the OP like some other mods unless there is a size limit or something more to it that I don't know of. Hope w/e the problem it gets fixed soon, I feel like I can't play properly without this sweet mod.

Edit: In a last ditch effort to get nexus working I disabled adblock and it seemed to fix it. I'm not sure if it is an actual bug with nexus/adblock or just nexus mods sly way of fighting back but it might help those who need it.

Sorry for the trouble.  I've added a Dropbox link back into the original post.
#177
Quote from: Mordakai95 on August 23, 2015, 07:07:23 AM
It would appear that I myself am having issues with NexusMods. It claimed that I had tried to download the mod over 50 times, even though I can actually prove that this is the first time that I visited that exact page. Thank goodness for the alternate download.

Nexus Mods definitely has its odd moments.  I was having issues with Dropbox downloads being blocked by browsers, so I needed to find an alternative place to host.  It seems like those Dropbox issues have cleared up, so I may bring those download links back as another alternative.
#178
I've released an update for Alpha 12.
#179
I've posted a new release, version 1.10.1 for Alpha 12.

It includes a couple of new features (see the original post).  Let me know if you find any bugs.
#180
Quote from: FMJ Penguin on August 21, 2015, 07:30:43 PM
You're only allowed to use a total of the points that your first 3 colonist's stats add up to in order to "modify" your landing party in any way.  Soooooo, if you want to start with ANY more than what you have you're forced to give it up somewhere on one of those colonists first. Oh and one last thing, points being used universally on resources and colonist stats just feels cheep even for the normal version haha. Like I said I have no self control!!

Quote from: Traj on August 22, 2015, 09:46:57 AM
Have you thought about adding a way to change the points available. Maybe "+" and "-" buttons to change the value by 100pt or so. If people still like the randomness perhaps there is a way to have a button that randomizes the points available (say up to +/- 30% of your starting value... might have to change starting value).

You know...you've convinced me.  This has always bothered me as well.  I want the remaining points" number to start at zero, but I also need it to be balanced so that saved presets work without the remaining points changing every time you load them.  I'm going to add a new option (not enabled by default) that always sets the "remaining points" to zero--more like FMJ Penguin's suggestion.

I'm not going to be changing the way that you can spend the same points on stats and equipment.  Trading off between where you spend the points was always how I intended it.