Quote from: Canute on March 21, 2020, 07:20:23 AMAs per the instructions in the first post, load Common Sense after Replimat.
Some mod conflict with Common Sense.
If Common Sense is active pawn's don't use the Replimat terminal.
Any change of Coomon Sense option switch didn't got any results.
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#181
Releases / Re: [1.0/1.1] Replimat 1.1.0 (3 March 2020) - Distributed food replicator system
March 21, 2020, 07:24:42 AM #182
Unfinished / Re: [1.1] (WIP) Project Red Horse: Tacticool Expansion
March 20, 2020, 11:57:06 PM
CP, I'm getting an Access Denied message from your Google Drive links for your 1.1 mods. Any ideas what's going on?
#183
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
March 05, 2020, 07:33:19 AM
My understanding is that you would just have to create a new thread for the release version of your mod.
#184
Releases / Re: [1.0/1.1] Defensive Machine Gun Turret Pack 1.6.0 (4 Mar 2020)
March 04, 2020, 08:10:53 AM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.1.2563 - see first post for download link.
Code Select
Version 1.6.0 - 4 March 2020
---------------------
- Updated for 1.1.2563
- Add multiversion support for RimWorld 1.0 and 1.1
- Rotate turret tops to point to the right, as per the new 1.1 standard
Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
#185
Releases / Re: [1.0/1.1] Replimat 1.1.0 (3 March 2020) - Distributed food replicator system
March 03, 2020, 07:54:47 AM
Replimat has been updated for RimWorld 1.1.2559 - see first post for download link.
Code Select
Version 1.1.0 - 3 March 2020
---------------------
- Updated for 1.1.2559
- Add multiversion support for RimWorld 1.0 and 1.1
Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
#186
Releases / Re: [1.1] RimNGE 2.2.0 (1 Mar 2020) - Iconic hairstyles from Evangelion
March 01, 2020, 04:32:04 AM
RimNGE has been updated for RimWorld 1.1.2559 - see first post for download link.
Code Select
Version 2.2.0 - 1 March 2020
---------------------
- Updated for 1.1.2559
- Add four new male hairstyles (Shinji, Kaworu, Toji, Kensuke)
- Add multiversion support for RimWorld 1.0 and 1.1
#187
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
February 25, 2020, 08:25:18 AM
Um, CP, please hold off on reporting issues regarding CE patches.
CE:FT is undergoing some administrative changes right now.
CE:FT is undergoing some administrative changes right now.
#188
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
February 21, 2020, 06:32:04 AM
Eh, CP, I'm not too cut up about it ¯\_(ツ)_/¯
Best of luck wherever life takes you.
Best of luck wherever life takes you.
#189
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
February 14, 2020, 06:55:18 AMQuote from: Chicken Plucker on February 04, 2020, 08:50:10 PMRegarding the sidearms for the faction mods, I'd rather you use the vanilla handguns than go through the trouble of adding a new sidearm and making you have to patch it for every new faction I make. It'll be fine by me, and even playing with CE I'm not too bothered by it so long as it works.
I had assumed all you needed to do was to pick and choose the faction-appropriate weapons that already exist in the RN Weapons pack, then copy the xml defs and textures over into the factions.
Since I'm not fond of using vanilla CE sidearms instead, I'd rather not implement this at all for those aforementioned factions. ¯\_(ツ)_/¯
#190
Releases / Re: [1.0] Common Sense - basic AI tweaks
February 02, 2020, 01:18:37 AMQuote from: LWM on January 29, 2020, 09:00:41 AM
@sumghai:
You can also specify when your Harmony patches are applied from your end: https://github.com/pardeike/Harmony/wiki/Prioritiy-annotations
If you specify ...oh, interesting, I was going to say you could give it Priority.Low, but you could actually explicitly make it applied after CommonSense!
I'll look into this when I have time, although I'm not confident whether or not this won't break existing behaviour, given that Dubs wrote a significant part of Replimat's source code.
#191
Releases / Re: [1.0] Common Sense - basic AI tweaks
January 29, 2020, 05:52:25 AM
Hi avilmask - just a heads-up that Common Sense is partially-incompatible with my Replimat mod, as Replimat uses Harmony patches to modify the vanilla food utils and jobdrivers in such a way that adds Replimat Terminals as an additional food source for pawns.
If Common Sense placed in the mod order before Replimat, pawns are unable to use the Terminals.
The current workaround (which I have now documented in Replimat's forums thread and Steam Workshop description) is to load CS after Replimat.
If Common Sense placed in the mod order before Replimat, pawns are unable to use the Terminals.
The current workaround (which I have now documented in Replimat's forums thread and Steam Workshop description) is to load CS after Replimat.
#192
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
January 26, 2020, 09:43:46 PM
As always, thank you for the work you do, CP. My enjoyment of RimWorld would simply not be complete without your mods, even though I only use a small selection of them in my regular playthroughs, and I'm constantly playing catch-up with regards to CE patches.
Now, I'd like to share some good news:
Combat Extended: FastTrack Edition has just been updated to v1.0.1.8-FT-013
There are quite a lot of changes, but the relevant ones for Project Red Horse fans are:
With regards to pawn sidearms, CE and CE:FT's LoadoutPropertiesExtension class allows pawns to optionally carry secondary weapons like pistols and knives in addition to their main weapon, as well as the appropriate ammo. When pawns run out of ammo for their main weapon, they immediately switch to their backup - this is particularly useful for grenadier pawns, who are otherwise unarmed once they run out of grenades to throw/fire.
The latest CE:FT update already adds faction-appropriate sidearms to (most) pawns from the following mods:
Now, I'd like to share some good news:
Combat Extended: FastTrack Edition has just been updated to v1.0.1.8-FT-013
There are quite a lot of changes, but the relevant ones for Project Red Horse fans are:
- Added [CP] DOOM (1.0) patches
- Added [CP] Metal Gear Solid (1.0) patches
- Added [CP] Spec Ops - The Line (1.0) patches
- Added [CP] The DOOM Kit - Classic (1.0) patches
- Added [RH] Faction: Cordis Die (1.0) patches
- Added WWII Soviet Faction (1.0) patches
- Updated [CP] Red Horse Furniture patches with FBI pawns, apparel and weapons
- Updated [RH] Faction: Elite Crew with Bomber pawn and RGD-5 thrown grenade
- Updated [RH] Faction: Umbra Company (1.0) patches to include BTR-70 APC with KPV HMG
- Renamed [RH] Faction: Last Man Mercs to [RH] Faction: Last Man Contingent, and completely overhauled the patches to include all the new pawns, apparels and weapons
- Rebalanced weapon melee tools across all CP / RH / RN mods
- Rebalanced and consolidated apparel patches across all CP / RH / RN mods
- Rebalanced primary ammo magazine count and sidearm spawning for faction pawns across all CP / RH / RN mods
- Modifications to the base CE code to support weapons that fire multiple barrels simultaneously (e.g. DOOM Super Shotgun)
With regards to pawn sidearms, CE and CE:FT's LoadoutPropertiesExtension class allows pawns to optionally carry secondary weapons like pistols and knives in addition to their main weapon, as well as the appropriate ammo. When pawns run out of ammo for their main weapon, they immediately switch to their backup - this is particularly useful for grenadier pawns, who are otherwise unarmed once they run out of grenades to throw/fire.
The latest CE:FT update already adds faction-appropriate sidearms to (most) pawns from the following mods:
- [CP] Metal Gear Solid (1.0)
- [RH] Faction: Cordis Die (1.0)
- [RH] Faction: Elite Crew
- [RH] Faction: Last Man Contingent
- [RH] Faction: Umbra Company (1.0)
- [CP] Red Horse Furniture - FBI, ANVIL and Freelance contractor factions
- [CP] Spec Ops - The Line (1.0)
- [RH] Faction: Militaires Sans Frontieres
- [RH] Faction: Task Force 141
- [RH] Faction: The Ghosts
#193
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
December 11, 2019, 07:41:50 AM
Hey folks, sumghai here from the People's Front of Judea CE:FT.
We're pretty much getting back into adding more patches for all your favorite Red Horse and Rimmu-Nation mod, so stay tuned for updates on our GitHub repo and Steam Workshop listing.
As many of you may know, one of the many controversial new features implemented in the original upstream CE project was new apparel layers for backpacks and gas masks. This caused compatibility issues with the GraphicsApparelDetour.dll bundled into many apparel mods (such as Red Horse and Rimmu-Nation), and previously caused the infamous "pink missing texture square" bug.
The latest update to CE (and CE:FT) includes a workaround that temporarily disables this assembly, and displays an error message on startup:

For CE:FT users - the RN patches included in CE:FT will still work fine - you can safely ignore this error message
For mod authors - JecsTools might be the solution
Mehni told me that back in Dec 2018, he rewrote the functionality from GraphicsApparelDetour and included it as part of JecsTools; his suggestion is to set the graphic data to use CutoutComplex, and JecsTools should automatically apply the mask to the apparel.
I have not tested it myself, but this might be the replacement for color-masking feature CP previously used in GraphicsApparelDetour.

We're pretty much getting back into adding more patches for all your favorite Red Horse and Rimmu-Nation mod, so stay tuned for updates on our GitHub repo and Steam Workshop listing.
As many of you may know, one of the many controversial new features implemented in the original upstream CE project was new apparel layers for backpacks and gas masks. This caused compatibility issues with the GraphicsApparelDetour.dll bundled into many apparel mods (such as Red Horse and Rimmu-Nation), and previously caused the infamous "pink missing texture square" bug.
The latest update to CE (and CE:FT) includes a workaround that temporarily disables this assembly, and displays an error message on startup:

For CE:FT users - the RN patches included in CE:FT will still work fine - you can safely ignore this error message
For mod authors - JecsTools might be the solution
Mehni told me that back in Dec 2018, he rewrote the functionality from GraphicsApparelDetour and included it as part of JecsTools; his suggestion is to set the graphic data to use CutoutComplex, and JecsTools should automatically apply the mask to the apparel.
I have not tested it myself, but this might be the replacement for color-masking feature CP previously used in GraphicsApparelDetour.

#194
Releases / Re: [1.0] Replimat 1.0.12 (10 November 2019) - Distributed food replicator system
November 10, 2019, 09:29:45 AM
Replimat has been updated for RimWorld 1.0.2408 - see first post for download link.
Code Select
Version 1.0.12 - 10 November 2019
---------------------
- Add Plant Scraps from Fertile Fields to Hopper storage settings
#195
Unfinished / Re: [1.0] (WIP) Project Red Horse: Tacticool Expansion
November 10, 2019, 01:41:16 AM
Hey folks, just a quick update on CE:FT compatibility with Rimmu-Nation and Project Red Horse mods.
Due to the upstream CE mod's codebase update to 1.6 that introduced armor penetration and projectile overhauls, the current RN and RH patches bundled with CE:FT may behave... a little wonky. Known issues include:
Therefore, I would like to ask that everyone here exercise patience during this time, as the recent CE update to 1.6 has significantly affected both regular CE and CE:FT users.
Thank you for your understanding.
Due to the upstream CE mod's codebase update to 1.6 that introduced armor penetration and projectile overhauls, the current RN and RH patches bundled with CE:FT may behave... a little wonky. Known issues include:
- Pink squares covering pawn faces- CE added support for multiple head apparel layers, which is incompatible with the GraphicApparelDetour.dll assembly bundled with most RH mods (as a workaround, delete this DLL)
- Armor being impossibly weak or strong
- Bullets doing very little to no damage
Therefore, I would like to ask that everyone here exercise patience during this time, as the recent CE update to 1.6 has significantly affected both regular CE and CE:FT users.
Thank you for your understanding.