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Messages - UnlimitedHugs

#181
Updated to 4.1.1

Minor fix to allow the DoLaterScheduler callbacks to be re-registered when they are called. This allows to set up temporary event listeners.
#182
Updated to 4.1.0
Well, feel free to disregard my previous post :D
Turns out, Unity comes with its own web client, which seems to work just fine for our humble purposes. An thus:

  • The log uploader has been fixed.
  • The log uploader will now shorten URLs using GitHub's own git.io service.
  • Added the DoLaterScheduler.
  • Added a "Load now" button to the quickstarter dialog for better workflow. "Load now" and "Generate now" will also switch the quickstarter on, unless Shift is held.
Also, HugsLib is now available on NuGet... if you're into that sort of thing: HugsLib, HugsLibChecker
#183
Hello gents.
As you may have noticed, the HugsLib log uploader has recently stopped working. This is due to GitHub (where the logs are posted) upgrading their https encryption, making Unity unable to communicate with them using its built-in web request capabilities.
The question is, where to go from here. Plain http is a no-go on GitHub. Switching to another provider might be an option, though pastebin is phasing out http, as well. It might be possible to include a library to perform the requests, though I have yet to find one for net3.5. The third option is setting up a server to bounce the upload requests off of, which would, however, add another moving part to the equation.

So, if you have any insight or ideas on the matter, or if you would be able to contribute a bit of server capacity, please let me know.
#184
Quote from: Mr_Man on February 22, 2018, 12:51:15 PM
Doesn't seem to like 400x400 rerolls. Always crashing :)

You're most likely running out of memory. Try using a smaller map or fewer mods.
#185
Quote from: Harry_Dicks on February 22, 2018, 09:52:08 AM
These are the settings I am using. Also, just to make sure, I never originally spawned with any of these weapons nor did I ever have them in a loadout or anything from PC. The first load into the game is normal with the stuff I'm supposed to have. Only after rerolling will this one pawn have some random weapon already equipped.

Well, I'm going to tentatively point my finger at PC :)
Probably not worth bothering EdB over this, though. Maybe I'll verify the next time I'm updating.
#186
Quote from: Harry_Dicks on February 20, 2018, 07:08:01 PM
Weirdest bug, not a big issue or anything. But whenever I reroll the map, only one of my colonists (the same one every time, because I use the same loadout from Prepare Carefull) always spawns in the new map with a random weapon.

Must be some odd interaction with Prepare Carefully. Unless, of course, you disabled a certian dev mode setting in Map Reroll...
#187
[quote author=FrodoOf9Fingers link=topic=28066.msg399066#msg399066
Nope, just need more functionality than is currently available.
I'm having some difficulty then. If I try to run a revised Harmony dll in my references and assemblies folder, I get an error along the lines of "classes could not be loaded". However, if I change out Hugslib's version of Harmony with my own, the error goes away. Trying to debug it is hard, as Rimworld isn't very descriptive.
[/quote]

Did you change the assembly version of your custom build? You probably already know that assemblies with the same version are only loaded once.
Also, which assembly is failing to load, HugsLib, or your mod?
#188
Quote from: FrodoOf9Fingers on February 21, 2018, 11:34:48 PM
Hey, can this be used with a different version of Harmony that is not bundled with HugsLib?

Sure thing. Just include your own version with your mod. The two should not conflict with each other in any way.
Did pardeike release a new update?
#189
Quote from: bravelittletoreador on February 20, 2018, 01:54:21 PM
- snip -

Don't be so hard on yourself :) This can be tricky and this question does come up fairly often.
I've added a section to the main post with some pointers.
#190
Releases / Re: [B18] Remote Explosives (1.14.0)
February 16, 2018, 12:29:27 AM
Quote from: lelukeson on February 15, 2018, 06:05:16 PM
Hi there. Is the foam cannister supposed to be built using herbal medicine or is my recipe wrong? Thanks for this amazing mod, im loving it.

For now, yes. Though I am open to suggestions, if you'd like to suggest more fitting ingredients.
#191
Quote from: Kassidoo on February 09, 2018, 08:35:35 AM
So, when I reroll a new map the data from the old map isnt discarded?

Nope. One of the mods, or perhaps the base game, is still keeping references to discarded maps.
On the bright side, this has prompted me to make the previews system to sidestep the issue, so, you know- silver linings :)

Quote from: wwWraith on February 09, 2018, 07:10:22 PM
My 2GB will remain 2GB on Linux ;D

With a small distro and the right window manager you might make better use of what you have- some take up as little as 200mb to work and run the game.

Quote from: Harry_Dicks on February 10, 2018, 09:15:49 PM
Would it be possible to have the option to turn caves on or off on map rerolls?

Didn't realize caves didn't respect settings. I'll see if I can make them consistent with the selected tile.
#192
Releases / Re: [B18] Remote Explosives (1.14.0)
February 09, 2018, 01:41:14 AM
Quote from: Harry_Dicks on February 08, 2018, 06:16:53 PM
I'm having an issue with how my foam walls looks. I had this issue before with cupro's glowstone veins, but I think he fixed it in a patch. Notice how the walls are a smooth edge, with no contours or dimples? Also, I got this effect from playing around with the meteorite incident from the dev tools (I haven't actually gotten around to building anything from the mod yet :(). Is it possible that you could randomly get the foam as a meteorite? ;D

Might be a rendering issue, since the texture does come with an outline. I'll check.
As for the meteorite drop- that used to be a bug, now it's a feature :D
Chances to get resources are unaffected, since the game actually rolls for value when picking your drop.
#193
Releases / Re: [B18] Remote Explosives (1.14.0)
February 08, 2018, 03:14:06 AM
Quote from: Madman666 on February 07, 2018, 05:18:43 PM
Placing detonator wire over doors still designates doors for deconstruction though... As well as manual detonators. Could you fix that or is that intended?

Looks like it. Thank you, I'll see if I can add that to the next patch.
#194
Quote from: Kassidoo on February 07, 2018, 11:08:38 AM
- snip -

These are the hardest to diagnose, especially when other mods are involved. The only way I was able to consistently reproduce a crash is by having the game run out of memory after rerolling multiple large maps in a row. Who knows what other factors are involved, though.
So, at this time the best advice I can offer is- save your progress, and keep your fingers crossed. Perhaps, add any problematic mods after doing the rerolling, where applicable.

Quote from: Harry_Dicks on February 07, 2018, 03:35:32 PM
- snip -

That's all right, I think I know what the problem is. Is there a way to drop a casket with the dev tools, for testing?
Also, Minify Everything is not involved in this one, it's having some initialization issues, though.
#195
Quote from: wwWraith on February 05, 2018, 06:45:39 AM
Could it be simple enough that you'll actually consider to implement it? ;)

Well you never know what sticks with you and ends up getting released. I just ride the wave when I see it :)