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Messages - PeteTimesSix

#1
Releases / [1.1] Compact Hediffs
March 22, 2020, 05:09:55 PM

Alters the health tab hediff listing to be slightly less ugly and slightly more customisable.


Features

- Customisability
- Augmentations (ex: peg legs, archotech eyes, Pawnmorpher morphs) names get folded into the body part's name
- Multiple icons for various severities of bleeding
- Sorting hediffs for body part by severity
- Per-body part health bars
- Expandable health tab size (yes, I do realise the irony in a mod called Compact Hediffs making the tab larger)

And, well, you know what they say about images and their relative word payload:




Download: Steam or Github

Source: Github

If you want to express gratitude, support me or attempt to convert money into motivation, you can do so here: Ko-fi
#3
Releases / Re: [1.0] SimpleSidearms (1.3.2)
March 09, 2019, 11:21:33 AM
I havent ever messed with mod extensions (and still dont play Rimworld), but if you wanna submit a pull request I'm now paying enough attention to notice it, test it, and accept it in less than the six months it took me last time.

Quote from: neltnerb on March 08, 2019, 07:38:57 PMIt just allowed me to pick up the item (that is from another mod that lets my pawns carry things).
Are you running combat extended by any chance? Simple Sidearms disables most inventory handling in favor of CE's when its installed.
#4
Releases / Re: [1.0] SimpleSidearms (1.3.1)
January 01, 2019, 03:18:18 PM
Quote from: YeojaChingu on January 01, 2019, 07:09:07 AM
Just basic question, why there is an option to drop weapon when switch ? Is there a benefit, combat wise to drop the weapon instead moving it to inventory ?
Quote from: Canute on January 01, 2019, 09:36:35 AM
Combat wise,
you see a fighter 2 steps ahead on the way to you.
Do you shoulter/holster your range weapon before and then draw your mellee weapon, you might use the range weapon after this.
Or do you just drop the range weapon draw the mellee weapon to parry the incoming attack.

Puting a weapon back should take time, but it doesn't.
These two posts being able to exist back to back, by the way, is the impossibility of pleasing everyone incarnate.
#5
Releases / Re: [1.0] SimpleSidearms (1.3.2)
January 01, 2019, 03:16:00 PM
Quote from: Datura on December 25, 2018, 12:58:40 PM
-snip highly detailed, non-ambiguous, minimal-case error report-

Hope this helps :)

Why yes it does indeed. Pro-tip to any aspiring modders out there (and future me because apparently I have to re-learn this lesson literally every time): when a new bug crops up after you update your mod, odds are the bug is somewhere in the part of the code you updated, genius.

In this particular case, I can even leave you with a bit of homework, see if you can figure out what the issue is! Go on, I promise its an easy one:
            //avoid hunting stackoverflowexception
            if (pawn.jobs.curJob.def == JobDefOf.Hunt)
                pawn.jobs.EndCurrentJob(JobCondition.InterruptForced, true);


Anyway, this got prompted by rolling in a french translation by Nylux, so direct any death treats regarding the butchery of your wonderful language in that direction, and an upgrade to sidearm reaquiring logic and less leaky caravan bags by alextd, the pull request for which was added in... march... oh dear.

Oh and just so that there's something that *I* have actually done in this update, I put in an extra icon for sidearms in a pawn's inventory that are not in their list of memorised sidearms.

Found at the usual place, and also on Steam if you have a time machine and go a few days into the future. Or if you are *from* the future.
#6
Releases / Re: [1.0] SimpleSidearms (1.3.1)
October 29, 2018, 11:05:25 AM
Okay, here goes. Still a few issues in there that I might or might not look into, but nothing game killing (to my knowledge).

#7
Releases / Re: [A19] SimpleSidearms (1.3.0)
October 21, 2018, 05:38:46 PM
Hey kid, you want some *holds coat open* bootleg versions?

Standard delay on a proper release. There's been some issues on the steam version that I suspect were caused by people (or Steam) either not updating their Hugslib or having it in the wrong place on the load order, but I'd like to be sure first.
#8
Releases / Re: [A19] SimpleSidearms (1.3.0)
September 24, 2018, 01:34:03 PM
Ha! Its still technically monday! Suck it, inexorable passage of time!

Yeah Ive made no further changes. I figure if there were any major bugs Id have a lot more steam messages clogging up my inbox by now.
#9
Releases / Re: [A18] SimpleSidearms (1.2.5)
September 18, 2018, 03:34:05 PM
Have a bootleg version for now.

I dont even know why I cant get myself to do this properly, its not like uploading to github is a time consuming or difficult process

Ill get it done by next monday. Self-imposed deadline, that ought to do it.
#10
Releases / Re: [A18] SimpleSidearms (1.2.5)
September 02, 2018, 10:26:29 AM
I'm currently subjecting hapless Steam users that dont know any better to testing a hotfix. Assuming nothing particularily important breaks I'll have an update up here in a few days.
#11
Releases / Re: [A18] SimpleSidearms (1.2.5)
February 28, 2018, 01:30:24 PM
Heads up, small patch:

-fix to the chunks issue with PickUpAndHaul, courtesy of Mehni
-new setting and AI ability for selecting best melee weapon, courtesy of alextd

At this rate I might have to add a credits section or something.
#12
Releases / Re: [A18] SimpleSidearms (1.2.4)
February 22, 2018, 11:18:47 AM
Should be fixed now.
#13
Releases / Re: [A18] SimpleSidearms (1.2.3)
February 22, 2018, 02:48:38 AM
Hmpf. I knew I should have tested it more thoroughly, but there was Skyrim to be played and, well...

The good news is, Ive ran into that kind of problem before, so I know exactly what to look for. The bad news is, Im currently at work, so even if I were to write a patch right now I couldnt actually compile and upload it until I get home. Gonna have to wait a bit longer, folks.

Until then, you can revert to the earlier version HERE. If someone could drop a link on the mod's steam page I'd appreciate it, I dont actually have access to my steam guard phone either, so I cant log in to my steam account to post it myself.
#14
Releases / Re: [A18] SimpleSidearms (1.2.3)
February 21, 2018, 12:55:39 PM
Updated with melee fixes/additions provided by Alex TD. Many thanks!

Quote from: Ruisuki on February 14, 2018, 06:26:33 PM
Hmmm interesting. I'd be eager to hear the setup of the author to know what hes running because I want the most balanced option possible.

I havent actually played Rimworld in months, so... none. Back when I did though, I just used the basic preset.
#15
Releases / Re: [A18] SimpleSidearms (1.2.2)
November 26, 2017, 05:30:11 AM
Quote from: frenchiveruti on November 25, 2017, 06:51:17 PM
Hello Pete, is your mod compatible with the Weapon storage Mod?

Looking at it, that mod seems to be a different approach to the same problem. You can install both and they should maybe sort of work in tandem (nothing should straight up break on my side, anyway), but I dont really know why you would want to.