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Messages - kaptain_kavern

#31
As said in pm.

Here is the attachment with your mod as a patch now. Seems like I can't put attachments in pm


It could vastly reduce some incompatibilities problem. Your mod still redefines Core's abstract defs but it's not mandatory anymore, we now can inherit from any abstracts regardless of the folder location. And in facts, it can now lead to incompatibilities like this.

I took on me to contact you about that, because I was pointed by my mod users several times to a bug I wasn't able to reproduce myself, but each time, putting my mod right after yours was solving the problem.


Best regards, colleague

[attachment deleted by admin: too old]
#32
Outdated / Re: [B18] Designator Shapes
December 18, 2017, 10:32:27 AM
sweet! Thank you
#33
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 18, 2017, 10:30:02 AM
Quote from: historic_os on December 18, 2017, 04:20:48 AM
@kaptain_kavern
What do you mean by that? you don't have a link at all or have a link that points to invalid page?
what mods are you checking, mods that have not ran the client update don't have steam metadata sent to the server.

I mean from this page



Clicking on "Visit Steamworkshop" links to a broken URL
#34
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 17, 2017, 11:05:59 PM
FYI: The link from the site to "Steam workshop item" is broken.
#35
Congrats on your first release!  8)
#36
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 17, 2017, 02:01:09 AM
Quote from: Nightinggale on December 17, 2017, 01:47:43 AM
... to my knowledge only Smokeleaf Industry has done so.
Nope, I started to use it as well...

https://github.com/kaptain-kavern/KK_MovableSandbags/blob/master/Patches/modcheck.xml

:p

Thank you for the tool, I'll have to have a look at last release though. I'm just a slow worker ^^


@ModSync Ninja team
Great work guys! thank you
#37
Man if you need any help, I'm sure I can code half as good as you draw :p  8)


Plus, we have some factions to finish :p
#38
And thanks for the mods again!   ;D

Point clarified, thanks. I will send you two P.R. soon  8)
#39
Hi there,

I'm currently updating the French translation. And I have a question, please. I don't want to introduce false information in translation  ;).


Regarding:
Quote from: Roolo
The chance a mount used by an enemy pawn is one not found in the wild.

This means animals that can only be bought (like Cows, pigs, etc) AND thrumbos; or am I missing something?
#40
Help / Re: Help seperating from overall mod
December 16, 2017, 12:27:08 PM
At first, I was about to just make it for you, but after reading the thread for Medieval Times, the author don't allow to redistribute her/his works. So I'm not sure I can.


What you need to do, as a personal modification "just for yourself", is either to copy parts of the mod into a new one you'll make OR erasing all parts of the mod except what you want to keep.


Regarding code for buildings, you'll need :
- the actual building def - (\Defs\ThingDefs_Buildings\MedTimes_Buildings_Medieval.xml starting line 1488)
- the recipedef used by the billing system- (\Defs\WorkGiverDefs\MedTimes_WorkGivers.xml starting line 198 to line 266)
- the workgiver def, the bit of code that tells to the game which recipes go with which building- (\Defs\ThingDefs_Buildings\MedTimes_Buildings_Medieval.xml starting line 190)
- eventually, textures
- eventually, the def of the item produced unless vanilla items, which is the case for rock chunks


Now you have to understand you'll need to edit this code in top of that because the building requires Research Project and modded item from Medieval Times, to be built.

I'm really not sure if I can tell or do more without being against the author's will.

Hope you'll manage something out of this. But honestly if you manage to make it work, you'll be able to make it an other mod :p
#41
Which I already have done (at least some) in my Vanilla Animal Overhaul.

I've made more animals predators, and change some maxPreyBodysize values :-) (which can be superior to predator size if set specifically).

I also can adjust/add more tweaks to my mod try to address this... I'm open to suggestion as well as I'm willing to help for Walking Problem 's one.

Best regards, colleagues
#42
Awesome mod, as always.

Thank you.


Ho and about forbidding Mechanoids raid, I've done it that way in a mod of mines

<Operation Class="PatchOperationReplace"> <!-- Mechanoid aren't allowed to come if temperature is inferior to 800 -->
<xpath>/Defs/FactionDef[defName ="Mechanoid"]/allowedArrivalTemperatureRange</xpath>
<value>
<allowedArrivalTemperatureRange>
<min>800</min>
<max>999</max>
</allowedArrivalTemperatureRange>
</value>
</Operation>


Dunno if you can make something out of this though....
#43
Mods / Re: Source folder in mods
December 15, 2017, 01:42:02 PM
do the search in /Defs only and not /Languages  ;D
#44
Hey your mod is popular on Reddit :p 

https://www.reddit.com/r/RimWorld/comments/7jpvd4/thirites_children_and_pregnancy_mod_has_just_been/


As everyone already said, thank you for your work
#45
Help / Re: Art Guidelines?
December 14, 2017, 07:34:38 PM
Not an artist at all, but, here, have some guides ;-D

https://github.com/seraphile/rimshare/wiki
https://github.com/seraphile/rimshare