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Messages - UnlimitedHugs

#526
Updated to 1.4.4

Well, looks like the new pawn handling approach opened a massive can of worms. So, in the interest of keeping my sanity, I'm pulling the plug on that- you can still go punch the Megatherium, but you'll be down a pawn on your rerolled map if you do. In other words, health effects will persist across rerolls, so stay safe :)
All reported errors have now (hopefully) been fixed. The Caveworld conflict should be resolved, as well.

DavidMM18 and Commander Beanbag, thank you for your well-researched and detailed reports- you made my job easier.

Quote from: electrose on October 21, 2016, 08:57:05 PM
I have quick question on the new Secret Feature. Does it go into place the upon your first re-roll, or is it a chance to occur upon each re-roll of a map. Even further if it is some kind of event, does it increase in chance to occur the more re-rolls you do?
Thank you for any answers you can give :D

It depends on consumed resources- so the more you have spent on rerolls, the higher the chance that it will show up. This goes for both rerolled and the starter maps. Usually you would discover it later on in the game.
#527
Quote from: Wolf619 on October 21, 2016, 03:40:30 PM
I love this mod! I like making scenarios with lots of resources so i was spending a few minutes at the start of each game unforbidding everything.
Saves so much time! This should be in vanilla if you ask me!

Glad you like. If it were in vanilla, though, I wouldn't be able to keep improving this for you, though :)

Quote from: onerous1 on October 21, 2016, 02:43:13 PM
Is the 2.1.0 version still available (github is down right now)? I'm having trouble with the newest version 2.3.0. I'm unable to load and saves with it installed and I foolishly deleted the older version.
Quote from: onerous1 on October 21, 2016, 02:43:13 PM
Having the same issue since the update. I get a pop-up window stating that I have an error with map creation, either on initial creation or when I try to load a save. It doesn't matter where I put your mod in the load order either. Game works fine when I unload your mod.

Hey folks, please send me your "RimWorld/RimWorldWin_Data/output_log.txt" file after the error happens, so I can figure out what broke.

GitHub seems to be working fine for me, but here's the old 2.1.0 version build.

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#528
Quote from: lc-soz on October 20, 2016, 06:43:44 PM
That last update made your mod even more awesome! I was tired of double clicking every wall to deconstruct power lines. Thank you a lot!

Yeah, it's the conduits that drove me to this :D
I bet there are other neat uses for that tool though- looking forward to see what people come up with.
#529
Updated to 2.3.0

Did some heavy restructuring to integrate the mod with my new library- designed to provide in-game settings and mod update news.
Other than that, Mass Select has received a very useful feature to make your life easier.
Also included are 3 new translations: Korean- contributed by vakong, Chinese- by cainiaowu, and Russian- by an anonymous, but oh so handsome devil.
#530
Updated to 1.4.2

Quote from: DavidMM18 on October 19, 2016, 01:24:24 PM
- Prepare Carefully issues -

Hah, I didn't bother changing the default pawns, so I didn't catch that one. Both issues are now resolved.

Quote from: str82azz on October 19, 2016, 03:44:01 PM
having issues with deep drill since installing the latest version..
after initial batch of resource drill (for instance steel) resource bellow becomes
-hugslib reload detector- and pawns just stand in place after
"progress to next lump" comes to 100..
mind you..i use a lot of mods.. :)

Great find! I did not expect that one, I'll tell you that. Also fixed now.

I appreciate you guys helping me out on this. With the complexity of both the game and the mods rapidly increasing, this kind of stuff can often fly under the radar.
#531
Quote from: lc-soz on October 19, 2016, 10:33:01 AM
Would be nice to save the position while using a turret (like a mortar). I have 20 mortars in my colony and I think is very boring to assign one by one.

Great idea there. I'll see how doable that is.
#532
Auto Seller update: Good news! Supes was very forthcoming and already released a new version, fixing the compatibility issue.
Let me know if you get any other problems.
#533
Quote from: DavidMM18 on October 18, 2016, 01:04:54 PM
The newest update throws a pretty bad error when Auto Seller (725952961) is also in the modlist. Mod order doesn't seem to matter.

This is also spammed in the output log.

Oh wow, that does look nasty. Thanks for letting me know!
Unfortunately, the issue is on AutoSell's side, so I asked Supes to roll out a small fix, so we can all play nice together. If not, I'll have to cut some corners in my library.
For now, if you use AutoSell, I recommend staying on the previous Map Reroll version.

Quote from: kaptain_kavern on October 18, 2016, 11:28:00 AM
Congratz on the update.

This library things intrigued me. I have to look into that (thx for letting us know)

Thank you. Feels good to finally have ingame settings in- it's been coming for a while.
#534
Updated to 1.4.0

Update time! 8)
Following the number one feature request of free rerolls, I have added some in-game settings to that effect. But, as an incentive to those who like to pay for their rerolls, I have also added a secret feature for you to discover.
If you do find out what it is- well done! But I ask that you allow others the pleasure of discovering it for themselves.
I have also reworked the way colonists are handled, which should resolve a number of outstanding issues. Changes to your colonists no longer carry over during rerolls, so you can go punch that Megatherium you've been meaning to punch.
In other news, I have completed my modding library, which will allow me to roll out in-game settings and update news features to my mods. The library comes included in this release, and here are some more details for the extra curious among you.

Also, if you play on a Mac or Linux, I'd appreciate if you let me know if everything is still running as expected for you.
#535
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 05:00:50 PM
I, I see... I just thought that it was the cause cuz it never happens before.  :)
Can I also trouble you where can I learn how mod order works or which area on the forum I could ask about it.

Mod order should only affect mods that modify the same thing in the game- so it usually does not matter what order they are loaded in. If there is a conflict, however, the mod loaded later gets higher priority.
#536
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 09:15:23 AM
Here is the output...

Sorry, but looks like RemoteEx is not to blame here. Here are some suspects:
QuoteKiller threw exception in WorkGiver DeliverFoodToPrisoner: System.NullReferenceException
  at RimWorld.WorkGiver_Warden_DeliverFood.FoodAvailableInRoomTo (Verse.Pawn prisoner)
Which is vanilla code, but could be triggered by a modded edible item.

Also this:
QuoteRWAutoSell.ASWorkGiver_PawnBargain provided target Thing_Human504425 but yielded no actual job for pawn Mie. The CanGiveJob and JobOnX methods may not be synchronized.
Which does not seem like a fatal error, but I'd report it to the AutoSell thread anyway.

Eventually,
QuoteDynamicHeapAllocator out of memory - Could not get memory for large allocation 33554459!
Could not allocate memory: System out of memory!
The game runs out of memory and crashes. This is hard to diagnose, since any of the mods could be leaking memory. But it also says here that the game has allocated just over 700Mb, which is well within reason.
If you don't have a lot of ram available, I'd upgrade, or play on a smaller map / with fewer mods.
Hope this helps.
#537
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 12:16:51 AM
I'm having a problem on the chemical bomb and the remote detonator...
when I used the RD for the Chemical bomb it would crash after a few minute. I don't know wheres the problem is, it work for the other like the portable and the manual. but it just wouldn't work when I use RD... please help me

Which chemical bomb seems to cause this- the sealing foam or the sleeping gas? Do any other explosives have this result when triggered by the RD? Also, the next time the game crashes, do send me your "Rimworld/RimWorldWin_Data/output_log.txt" file, I'll take a look.
#538
Quote from: Vincent on October 11, 2016, 03:18:49 AM
I would love to have overhead mountain removal explosives as well. At the moment there isn't any mod that enable it (that I know of) and your mod would fit the theme.

I hear ya, folks. It's planned and might make its way into the next update it all goes well.
#539
Updated to 1.9.4

Right you are. Thank you, Dingo.
#540
Quote from: zmadz on October 08, 2016, 01:28:57 PM
hey love your mod and i now i am addicted to it in a15 but i started playing a14 again so i wanna know , is there an updated version of your mod for alpha 14 with allow all?

Here, I made you a quick build for A14. Enjoy :)

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