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Messages - Ratys

#16
I've updated this to be compatible with RimWorld 1.1, for some reason.
#17
The day I never expected has come. Time to update.




2020-02-26 CHANGELOG:

  • All mods: now compatible with both RimWorld 1.0 and RimWorld 1.1 (and the Royalty DLC).
  • All mods: external translations are no longer rolled into the mods, as I realized some of the submissions are years old and never made it into a release. If you still wish to translate, please create a translation mod.
  • RT Solar Flare Shield: fixed a minor typo, fixed broken heating (it's now realisitic to have a shield indoors; as much as I liked the ludicrous heatspike it was technically wrong), removed one shield per map restriction (multiples don't do anything special, this is maily to make reinstalling a shield in a different place less of a hassle).
  • RT Power Switch: complete overhaul, now how the switch reacts to changes in energy levels is completely configurable.
  • RT Fuse: fixed breakers working even when they haven't been reset (it's ridiculous that this evaded detection for all these years).




Quote from: Canute on November 04, 2018, 02:44:19 PM
Ratys,
while you are here some words about the Power Switchs.
The evil devs add these 5W discharge to batteries now.
It is much trouble for the switch to enable on when the batteries are below 90% capacity ?

I believe the changes I made with this update can cover that. And it only took this long, how about that.
#18
What do you know, the day I never expected has come - a post-1.0 RimWorld update! Thus, the mod is updated as well.

The download works for both 1.0 and 1.1.

Oh, and I fixed this bug (for both versions).
#19
Quote from: justken on February 19, 2020, 09:13:21 PM
Anyway we can get this for 1.1?

Yes, you just need to have 9 patience. Maybe 8 patience after RimWorld 1.1 leaves beta.

Quote from: JesusKreist on February 20, 2020, 02:36:50 AM
-snip-

Would you kindly fuck off.
#20
I don't have access to my install right now, so, no logs, sorry.

This problem might not be RimWorld-specific, but, rather, Unity-specific: Kerbal Space Program seems to exhibit identical behavior, and, apparently, people have found a workaround. I tried this trick with RimWorld, and it seemed to help somewhat - but, being lazy and in a "just let me play already" kind of mood, I haven't clocked it. Others reported mixed success.

EDIT: that seems to be the wrong thread, and I can't find the right one. The fix was to put Steam in offline mode and disable all network adapters.
#21
Quote from: omatkoicorko on November 04, 2018, 12:28:54 PM
are you going to release solar flare shield for steam?

Yes, over two years ago.
#22
Quote from: 中村ジロ on November 03, 2018, 09:25:07 PM
Fuses got added to Power Logic recently, can I expect conflicts?

Did some testing, Power Logic fuses seem to be rather wonky, even if used alone (a lot of discrepancy in how networks are disconnected/connected when they trip or are repaired; couldn't find source, decompiled code seems to be more complex than I'd imagine is needed). However, placing PL fuses between batteries and the rest of the network, with one of mine connected to the part without batteries, produces a sensible interaction: PL fuses will trip, "disconnecting" batteries and preventing discharge (and explosion), then my fuse will trip and prevent the fire. I have not tested for mod load order, though.

Quote from: bigheadzach on November 04, 2018, 07:56:36 AM
In name, they did, but the fuses of Power Logic function differently from that of RT Fuses.

Correct. It's worth noting that PL fuses act closer to how fuses would work in real world, rather than being mechanically gamey, like mine (i.e., PL fuses prevent energy loss entirely, which is something I avoided, to allow for more interesting systems by way of synergy with RT Power Switch).
#23
Quote from: Ruisuki on October 17, 2018, 08:16:29 PM
is it compatible with b19 or do I need to abandon my save?

There are old versions linked in the main post. If you explicitly mean the new release - I don't see why not, actually. Back up your save and give it a try.
#24
Apparently, previous changelog was from about a year into the future! (I am not fixing that.)




17.10.18 CHANGELOG:

  • All mods: updated to 1.0, touched up description, made compatible with Fluffy's Mod Manager, updated preview.




As always, please report any problems that might crop up. Happy launch day, and, a special round of congratulations to Tynan & Co!
#25
Can't let that artwork go to waste, hmm? Updated to 1.0, touched up description, made compatible with Fluffy's Mod Manager.
#26
And, there we go. Updated to 1.0, rearranged settings, touched up description, added an option to make "great memory" not useless, made compatible with Fluffy's Mod Manager. Enjoy!
#27
Quote from: Ruisuki on October 14, 2018, 07:10:11 AM
this was the first mod i ever added, cheers. Shame that theres a trait that deals with skill decay, i really wish tynan hadnt added that when this is much better.

Next version (which should coincide with next RimWorld release; soon) will let you change what that "great memory" trait does. If enabled, it'll act as lite version of "fast learner" instead: +25% global learning speed.
#28


Oof, owie.




30.08.19 CHANGELOG:

  • RT Fuse: updated to B19, handled no-battery short - now a single fuse or breaker will prevent the fire.
  • RT Solar Flare Shield: updated to B19, added new textures by LastXsile (I'm sorry it took so long!).
  • RT Power Switch: updated to B19.




You may notice that RT Quantum Storage is, once again, missing from the list - and from the main post, for that matter. This is exactly what it looks like: I'm discontinuing the mod.

For the past couple of years, I've been moving away from C# and towards Rust, and going back is a terrible chore that nets me exactly nothing. The amount of effort I have to expend for said nothing is much better applied elsewhere, so I've moved on.

The codebase and assets are still up, if anyone would consider taking up the torch, but I won't provide any support, comments, or explanation. By now, you'd be better off recreating it from scratch.

I will continue supporting and updating my other mods (possibly with exception of Bricks Don't Vanish, because the demand is abysmal and I can't be bothered to debug the transpiler NREs that popped out of nowhere) until at least RimWorld 1.0 - hopefully, none of the mods will require any kind of updating past that.
#29
Updated to B19, you can stop asking now.

Quote from: Tsunamy on August 28, 2018, 11:14:13 PM
When you update to B19, could you add a checkbox option to prevent the trait 'Great memory: Slower skill decay.' from generating on pawns?

Well, huh. Not right now, obviously - but apparently I did make it halve the mod-altered decay properly, back when B19 wasn't supposed to happen. I doubt I'll get around to it, but I will make a note.
#30
Quote from: pablo603 on July 29, 2018, 07:39:52 AM
Any chances for 1.0 version?

Of course, once 1.0 is actually released (no, I don't know when that is). For what it's worth, I've had reports that current version works just fine on 1.0 preview.