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Messages - UnlimitedHugs

#166
Quote from: Roolo on June 19, 2018, 10:35:09 AM
Any ETA on when a Hugslib version is released that supports Rimworld 1.0 experimental?
I really don't want to rush you, but it's just useful for me to know more or less when I can start updating Giddy-up and RunAndGun.
By the way, I love your work :) Really useful for me as a modder.

Mostly done, I'll probably release tomorrow.
Thank you, I'm happy to help where I can :)
#167
Cheers for the early testing invite.
Is the new MapLeakTracker working properly? Calling MapLeakTracker.ForceLeakCheck() always reports a leaked map after starting a new game, then returning to the main menu.
I just load a very simple mod to make the call, no other changes to the game.
#168
Quote from: Mehni on June 10, 2018, 09:17:55 AM
I have a request: Move the mod settings for each individual mod behind a button, vanilla style. Some of the mods implementing HugsLib settings take up three scroll windows, and I don't think that's particularly user-friendly.

That's a good idea. I'll include it in the upcoming update.
#169
Quote from: orgre45 on June 08, 2018, 04:07:24 AM
I've been using your mod for a long time now. I just made an account to say I appreciate your work.

I appreciate the kind words :)
#170
Releases / Re: [B18] Allow Tool (3.4.1)
May 09, 2018, 07:27:51 AM
@Dignal
I submitted a fix to Jec- once Vampires updates, you should be good to go.
By the way, well done on narrowing down the conflict to a single mod- not a trivial thing these days :)
#171
Releases / Re: [B18] Allow Tool (3.4.1)
May 08, 2018, 11:58:51 AM
Quote from: Dignal on May 07, 2018, 10:42:32 PM
Hey I've been experiencing a certain bug, when Rim of Madness Vampires and Allow Tool are both enabled im unable to right click finish off things, it doesn't even show me the option any suggestions?

Confirmed. I'll have to run some tests to pin down the cause- this one's a bit tricky.
Thanks for letting me know.
#172
Releases / Re: [B18] Remote Explosives (1.14.0)
April 30, 2018, 05:28:56 AM
Quote from: 6yXJI0 on April 30, 2018, 05:04:35 AM
1) Spending mostly silver to make explosives doesn't sound logical to me. Maybe keep small amount of silver in recipes and add chemfuel or something? Or make full use of Sparkweed, cause its already risky to grow just for low tier explosives. And instead of Medicines - Neutroamine/drugs?

2) Oh! Nice idea about drugs! Add a canister that can be stuffed with any specific kind of drug. For example:
1. You want to take Penoxycyline every 5 days and instead of taking pills, you can make a chamber with Penoxycyline canister and get all of your pawns inside to for them to take their dose.
2. You make a party with Smokeleaf canister chamber.
3. You are outnumbered and have no choice but to use a Luciferium on every colonist. You make the same thing as in (1. and 2.) but with Luciferium Canister

Sorry if this is too coplicated to make. Im not into coding, so i don't understand)

3) Foam walls have no black outlines. Kinda ugly. Even for -10 beauty XD

1) Those ingredients would make more sense, but would also be less accessible. I feel the explosives already strike a pretty good balance at this point.
2) Good gas-related ideas. When I get around to working on those I'll keep that in mind.
3) Looks like an oversight on my part. I'll make a note for the next update.

I appreciate the feedback :)
#173
Releases / Re: [B18] Allow Tool (3.4.1)
April 06, 2018, 05:50:50 AM
Updated to 3.4.1

Thank you, Mehni :)
Should be fixed now.
#174
Releases / Re: [B18] Allow Tool (3.4.0)
April 06, 2018, 12:38:33 AM
Updated to 3.4.0

Got some minor additions for you guys.

  • "Cut blighted plants": Right-click the "Cut plants" tool to use. Marks all blighted plants for cutting.
  • "Cancel all of this type": when something with a designation is selected, cancels all instances of that designation on the map. Props to kubolek01 for he idea.
Also, a load order issue with What Is My Purpose should now be resolved, and the Rimworld Conflict Checker should no longer find issues between Allow Tool and Defensive Positions.

Peace.
#175
Quote from: Ruisuki on March 31, 2018, 03:42:33 PM
safe to uninstall mid game?

Should be. You will get an error or two when loading up your save, but those are harmless.
#176
Quote from: Harry_Dicks on March 06, 2018, 03:56:18 PM
With the new version of HugsLib, if I ever launch a quickstart game, it ends up enabling quickstart as the startup option.

Yep, two options here: you can shift-click the quickstart icon, or shift-click the "Generate now" and "Load now" buttons. Either way, it will generate or load your map without activating it on startup.
#177
Releases / Re: [B18] Allow Tool (3.3.0)
March 08, 2018, 09:02:49 AM
Quote from: Canute on March 06, 2018, 04:43:16 AM
I have a request for the next release.
I suggest to do a HP check, so you only can finish downed pawn with less then 50% HP.

I suppose I could add that as an option. I would need to verify that creatures always end up with less than 50% when downed under normal circumstances.
#178
Quote from: Harry_Dicks on March 02, 2018, 09:24:22 PM
- snip -

No worries, I haven't forgotten :)
From looking at CM's code, I believe only discrete values can be set, i.e. moving the slider partially has no effect.
As for the rivers on previews, that looks like something I can fix on my end.

Quote from: Harry_Dicks on March 03, 2018, 01:26:39 PM
Failed to find all necessary river flow data

That's a vanilla bug. It's pretty harmless- I think it's just failing to generate the flowy water texture in some places.
#179
Quote from: Harry_Dicks on March 02, 2018, 10:09:26 AM
I had this random idea, after thinking about what you said about having map orientation always facing one direction being too difficult to implement: would being able to rotate the map from the preview ever be viable? I think it might sound like a bunch of work as well, but I at least wanted to ask :)

Well the preview is currently being generated from a stripped down map, not the other way around. But I do have some ideas that potentially include this, and other neat things. Time will tell if they do get implemented, of course :)
With the upcoming release of 1.0, mod makers can put their feet up a bit and relax, since the game is not going to be changing that much. This also means that it will be viable to implement ideas that would be otherwise too expensive to maintain.
#180
Quote from: Harry_Dicks on March 02, 2018, 10:13:13 AM
Thanks Mister Hugs!
Also, what is NuGet? I skimmed over it for a moment - is it a distribution platform similar to GitHub?

It's a package manager, mostly used by Visual Studio, where we do our coding. When your code depends on some other library, it offers a convenient way to download and keep track of it.