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Messages - UnlimitedHugs

#466
Releases / Re: [A16] Remote Explosives (1.11.0)
December 27, 2016, 08:33:04 PM
Updated to 1.11.0

Well, that was quite the update, but everything came together in the end.
Here are some of the most notable changes:
- Due to internal changes, the HugsLib library must now be installed along with this mod for it to work.
- Mining explosives are now more balanced and won't flat out obliterate every resource in range. When mining stone they still work the same, though.
- Foam walls are now significantly easier to mine, but retain their high hitpoints.

The research items have been placed on the far right side of the research screen.
Hope you have a great time :)
#467
Updated to 1.3.3

The new vanilla "Allow firing" button should now show up properly.
#468
Quote from: minakurafto on December 26, 2016, 12:08:21 PM
how to create squad? ctrl+keypad number while selecting drafted pawn doesnt create any squad

That's how it's done, and you should see a message appear. Make sure the mod is properly loaded and send me your Ctrl+F12 link if it still doesn't work.
Edit: Also make sure your Num Lock is on.
#469
Quote from: Psychology on December 26, 2016, 10:45:02 AM
Would you kindly detour the FoodUtility code to make it so that more than one ingestThought can be put on a food item? I'd do it myself but it's so tangential to my mod I thought it might be better as part of the library.

No can do. I'd like to avoid making detours in the library itself, if I can help it. Also, this is unnecessary bloat that I would have to support from now on.
#470
Updated to 2.5.2

"Allow all" will now include only haulable items- this should prevent unintentionally opening up forbidden doors.
Hold Ctrl to unforbid buildings, as well.
#471
Updated to 2.1.4

Two significant changes:
- Strict detouring checks. Detours will now be checked for parameter and return type compatibility, as well as some other potential issues. These will be displayed as warnings in the interest of compatibility, but are there to help prevent serious and difficult to diagnose problems.
- Shorthash collision resolution. Due to an issue in the vanilla game, modded defs can end up being assigned the same hash. This will cause errors on loading a saved game. The fix resolves these conflicts for all mods (including those not directly referencing the library) by assigning new hashes to offending defs.
#472
Updated to 1.5.0

Yeah, you know what time it is! Update time! Map Reroll is ready once again to give you a head start on your perilous journey.
I've also added a notification and sound for the discovery of the secret feature, so you don't have to guess.
#473
Quote from: DaemonDeathAngel on December 22, 2016, 02:28:18 PM
Does this assembly make it possible to hide aspects of yhe core files, such as all research and/or structures/buildings?

The library wouldn't be required for that. You can already override Core Defs with your own, using xml. If you are looking for more flexibility in that department, there is Mod Friendly Overrides scheduled to be released sometime soon.
#474
Quote from: lllMWNlll on December 22, 2016, 01:53:04 PM
Exception from asynchronous event: System.MissingMethodException: No constructor found for HugsLib.MapComponent_HugsProxy::.ctor(Verse.Map)

Looks like you're trying to run HugsLib for A15 on A16. HugsLib used to come packaged with the mods that use it- look for the file $HugsLib.dll (including the dollar sign), and you can find out which mod forgot to remove it.
#475
Quote from: Lambert2191 on December 21, 2016, 06:31:16 PM
Any plans to update to A16? Any ETA? :)

Coming Soon™
#476
Updated to 1.3.0

Your A16 build right off the presses, folks. Get it while it's hot :)
#477
Updated to 1.5.1

Forgot to make the update post. Anyway, here's your A16 build, enjoy :)
#478
Quote from: Wishmaster on December 20, 2016, 09:18:34 AM
How I do make my mod to check for updates ?

Checking for mod updates is not a feature (yet?). The only version the checker looks for is the library itself, since a newer version may be required for that mod to work properly.
#479
Quote from: scuba156 on December 19, 2016, 01:32:21 AM
- WindowReplacer issue -

WindowReplacer is a good choice for basic windows that don't require much setup. Still, you could make it work by restoring the links to the other pages after your window opens.
Take a look at Scenario.GetFirstConfigPage(), where the original window is created. You would likely need a reference to the window you're replacing- I could make the replacer store that, if it helps.
#480
Quote from: Wishmaster on December 17, 2016, 12:04:14 PM
Isn't there a A15 version of this or a similar mod ?

There is- it used to come packaged with the mods that made use of it. There were some issues with that approach, though, so now it is distributed separately.