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Messages - UnlimitedHugs

#211
Releases / Re: [B18] Remote Explosives (1.13.1)
January 08, 2018, 03:50:34 AM
Quote from: asquirrel on January 07, 2018, 02:32:16 PM
Will this mod allow pressure sensor or motion sensed landmines.  Do I have to use a detonator?

Not so keen on those, since they take your interaction out of the equation. You can always use the various IED's for this purpose, though.
#212
Releases / Re: [B18] Allow Tool (3.3.0)
January 06, 2018, 03:30:20 AM
Quote from: Sarge on January 05, 2018, 02:38:29 PM
@OP
I have been led to your door with my request.

Well, as @SpaceDorf mentioned, Haul Urgently is already implemented.
As for multiple levels of urgency, I would be open to that- as long as it can be done in an unobtrusive and simple fashion. Perhaps by pressing the +/- keys while holding the tool, then designating the items.
#213
Releases / Re: [B18] Remote Explosives (1.13.1)
January 03, 2018, 02:35:19 AM
Updated to 1.13.1

Minor update to fix the passive cooler errors caused by a mod conflict. Along with that, meteors will no longer drop smooth foam walls and sparkweed farms will no longer appear in enemy bases (as entertaining as that was).
#214
Releases / Re: [B18] Allow Tool (3.3.0)
December 29, 2017, 01:24:55 AM
Quote from: TryB4Buy on December 29, 2017, 01:18:11 AM
I mean when I 1) select a colonist & 2) right click the colonist. A little context menu pops up with Draft Select Similar and Sleect similar things on map. It has Allow Tool written in faint letters behind the line that says draft.
In vanilla when you right click a colonist with that colonist selected, there is an option to treat the colonist if the colonist is treatable...

Allow Tool doesn't add any of those things to the colonist right click menu. I'd wager it's one of your other mods doing some funny business.
#215
Releases / Re: [B18] Allow Tool (3.3.0)
December 28, 2017, 11:21:44 PM
Quote from: TryB4Buy on December 28, 2017, 02:27:47 PM
AllowTool (or Defensive potion) seems to PREVENT Self-Tend. I had a nice screen shot of an unrestricted colonist with self-tend on and a flu that needs treating next to a medicine. The allow tool menu says "Draft, Defensive position, Select Similar, - Select similar things on map" but there is NO "Tend to x pawn's name".
However, when I draft the colonist I can "Prioritize tending to 'title, name of pawn'". Is this intended?

What do you mean by "The allow tool menu"? Self-tending should not appear as a button, unless another mod adds it.
I have tested with both mods, and neither prevents self-tending, both automatically and via the right-click menu. Might be another mod causing the problem- try disabling everything but Allow Tool and see if the issue persists.
#216
Releases / Re: [B18] Remote Explosives (1.13.0)
December 28, 2017, 11:02:59 PM
Quote from: PreDiabetic on December 27, 2017, 07:59:48 PM
How to hell grow sparkweed?
Outside insta burn and explode
inside with skylights still burns when harvesting
inside growing basins still burns.
Is there something I miss?

I posted some tips a while ago- use the search bar.
#217
Quote from: crusader2010 on December 19, 2017, 04:31:47 PM
- snip -

Yep, the missing Architect Sense is the cause here. Without it, Stuffed Floors was causing an error and preventing later mods from initializing properly.
Kudos on your persistence, though, and I appreciate the detailed reports :)
#218
Quote from: crusader2010 on December 18, 2017, 04:57:15 PM
The problem surfaced again. The only way I can make the icons appear properly is if I load Defensive Positions last. My load order is something like this:
- ....(many mods)
- Runtime GC
- Hospitality
- Prepare carefully
- Path avoid
- Defensive positions
- Research Scrollbars

Whenever I move the mod above this spot, the icons stop loading. The quick start in developer mode didn't really help because they always appear properly, unless I load my saved game and then do a quick start (at which time they are wrong again).

It really starts to seem like a Rimworld restart issue (with the reloading of mods without quitting the game).

Yep, the old broken-textures-on-reload problem was my first thought, as well. We do have the auto-restart now, though, so that should no longer be an issue. Unless one of the mods forces a def reload for some reason.
I still need a more narrow mod list to investigate the problem- with dozens of mods on that list I can't spare the time.
#219
Quote from: crusader2010 on December 17, 2017, 07:10:16 PM
Here is the log:  https://gist.github.com/HugsLibRecordKeeper/196a07a3484e2d41751f37db963c24ad
Hopefully during the next few days I'll have the time to disable/enable mods and see when the problem disappears :) Too bad it's so damn cumbersome to start a new game (since we can't reuse an already generated map).

Nothing really stands out in the log.
If you switch to dev mode, you can quickly start a new game by shift-clicking the quickstart button.
#220
Quote from: crusader2010 on December 17, 2017, 09:55:38 AM
Hi,
I know this is a long shot, but does anyone know why I can't see any icons on the "Defensive positions" button?
In the "simple" version I am shown a big red X, while in the advanced version... nothing.
The mod seems to be working fine otherwise.
Thanks :)

Hey.
That's an odd one. Does it also happen when running it without any other mods?
If not, you could narrow down the conflict by doing the good old "disable half, check, then disable the other half, check, repeat".
Also, might help if you sent me your log using Ctrl+F12, after you see the problem.
#221
Releases / Re: [B18] Remote Explosives (1.13.0)
December 14, 2017, 09:04:27 PM
Quote from: Anvil_Pants on December 12, 2017, 10:54:48 AM
Exception spawning loaded thing PassiveCooler821694: System.Exception: Buildings made from Stuff not supported for auto-replacement
at RemoteExplosives.CompAutoReplaceable.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000]

I'll address that in the next patch.
Thank you.
#222
Quote from: Sebastian Cigar on December 10, 2017, 10:24:05 AM
Hey
The mod doesn't seem to work properly with Nature's Pretty Sweet. When I tried to reroll a Desert Oasis, the oasis that's supposed to be in the middle of the map didn't appear :(

Some corners had to be cut to ensure that the previews generate in a timely manner. Generally, features from other mods won't appear on the previews.

Quote from: Zalpha on December 10, 2017, 05:33:03 PM
I just found out about Prepare Landing (v0.6.0) and it seems to go perfectly with this mod. On a normal default map (used Prepare Landing as a search filter) to find a map location with 1st Granite and then Slate, and when I re-rolled my map I got those to ores on my new gen'd one. When I tried using Prepare Landing mod with God Mode editing, I changed a places ores to Granite and Slate and then when I entered the map it was the same ore I made it but re-rolled the map I got Sandstone as the main rock. I don't know the workings of how these mods work, I thought I would mention it if there is something you could do to sort that out. Else I will just use the mod as a filter to find the starting I want and then hope when I re-gen the map it keeps the rock type loadout.

Map Reroll will save the settings a map was generated with. If you set the rock types before generating your map, they should carry over to rerolled maps on that tile, as well.
#223
Releases / Re: [B18] Allow Tool (3.3.0)
December 08, 2017, 02:43:04 AM
Quote from: Canute on December 08, 2017, 02:24:03 AM
But in that case, you need to add the option "Forbid allways" too.
To prevent things at your colony to get unforbid.

Well, it would just prevent newly dropped things from being automatically forbidden, the way I see it. Buildings and existing things wouldn't be affected.
#224
Releases / Re: [B18] Allow Tool (3.3.0)
December 08, 2017, 01:11:00 AM
Quote from: damngrl on December 08, 2017, 01:05:25 AM
Sometimes I forget to use Allow All and waste lots of dead animals on map. Is there map to make any animal that died or pod drop auto Allow (Unforbid) ?

Not at this time. But and option to not automatically forbid anything could make for a good addition.
#225
Quote from: Zaxmyss on December 07, 2017, 06:57:46 AM
I'm given "Found no usable data when trying to get defs from file MapRerollSettings.xml" error every time I load this mod. Thought it was because of loads of other mods but error persist even when I only load this mod.

This usually happens when the mod isn't installed correctly.
If you're playing non-steam, make sure you are downloading from the GitHub releases link in the main post. Delete MapReroll from the Mods folder and extract it again- should help.