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Messages - Antaios

#31
I've added a tiny patch mod to my mods page that gets Mod Medicine Patch and Pharmacist to work together nicely.
#32
Quote from: Rex705 on May 18, 2018, 06:49:46 PM
I see some yellow table errors in the log. Everything seems to work I have no problems but I do see errors.

Something about static constructors?
They're just warnings, not errors. Rimworld is over-cautious in that regard, it shouldn't be an issue.
#33
Quote from: Fluffy (l2032) on April 20, 2018, 08:02:56 AM
I agree that a custom widget will probably be needed, although I might try to make it work within the same mod. Both our mods are small enough in scope that there shouldn't be any major issues.

Sounds good, Let me know if there's anything specific you need on my end - I was thinking exposing the medicine list might be useful, but then I've no idea how you might access it without creating a dependency, I'm not familiar enough with some parts of c#.
#34
Quote from: Fluffy GithubAs far as I know, the mod should be compatible with everything. Mods that directly alter the available number of medical care options may cause issues, and I think I've seen such a mod at one point, but I've been unable to find it again. If you find any incompatibilities, please let me know!

Hello!
For the moment it looks like they'll run fine together if players stick to vanilla options. Otherwise, if mod options are selected on the pharmacist or pawn, but vanilla medicines are selected for the opposite, the vanilla would be preferred every time, instead of the lower of the two.

This is because MMP doesn't order the medicines from lowest to highest for MedicalCareCategory, since I tried to keep the default enum values intact. Might just scrap that and order things in order on my end - the only thing I can see it messing with is default values, unless some other mod out there uses the enums for anything else...

Edit, err nope, this is gonna be more complicated, custom widget and all.
#35
Quote from: Harry_Dicks on February 16, 2018, 09:24:24 PM
Quote from: MightyGooga on February 16, 2018, 08:29:55 PM
I would like to ask how to disable the packed lunch functionality? I play with SKHC

I believe this is a function of only HCSK, and not this mod. I could be wrong, but there is a chance that installing any extra mods with HCSK has the chance of breaking something. This is because HCSK changes so much of the base game, that anything that relies on Core defs can get really messed up.

Hmm, Sorry I missed this, Haven't checked the thread in a bit, Thought I had email prefs set...

I can't imagine this is something Table Diner has done itself. The Packed Lunch 'compatibility' is moreso a check that ensures TD doesn't overwrite any food search values that are explicitly stated or non-default. The only times it would do this, is in the configurable version if you tick the option for "Overwrite non-default search distances".
Either way, Table Diner would merely get people to eat their inventory meals at a table, not change which food they decide to eat, It's a whole other functionality which neither Table Diner nor Packed Lunch touch.
#36
I updated better vents and coolers a couple days back

https://github.com/Antaios/BetterVents
https://github.com/Antaios/BetterCoolers

Also fixed the missing vent closed texture
#37
Quote from: XeoNovaDan on November 18, 2017, 10:25:49 AM
Thank you!

Also, how difficult would it to be to make Table Diner Configurable work on a per-table basis rather than the single mod config?

Depends how much free time I get my hands on

It wouldn't be a simple process, though. As it stands currently, the search distance is set per food item, for some reason.
It'd have to start storing data in the world save files, and change the table search code to either search the whole map, defeating the purpose of the search distance limit, or keep a list of all the tables and check each of them that way.

Last time I looked into the specific code was for the possibility of making it pawn-specific (suggested by wwWraith), but I decided I didn't want to add a dependency, and to keep the mod simple. I'd have wanted the dependency (HugsLib) for saving to the world/map data, since doing it on my own would probably be a bit of a hack.
#38
Updated to B18!

I checked the new update and all the tweaked bits of code look the same, so It was recompile & go, a nice easy update. I also fooled around for a few minutes ingame making sure everything works and it looks good.

So, Enjoy.
#39
Quote from: faltonico on September 18, 2017, 08:30:10 PM
Hi there!
Thanks for your mods, they have become a must!

Just so you know, i am getting this warning (yellow message) at startup:

Type TableDiner probably needs a StaticConstructorOnStartup attribute, because it has a field circleMaterial of type Material. All assets must be loaded in the main thread.
Verse.Log:Warning(String)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__80F()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


I don't know what does it means or how serious it is.

As far as I can tell, the warning pertains to loading in assets. Table diner has a material, for the circle ghost, but it creates it internally so I don't believe it should cause any issues.

More experienced modders feel free to correct me.
#41
Outdated / Re: [A17] Rainbeau's Fertile Fields
July 02, 2017, 11:30:47 AM
Quote from: notfood on July 02, 2017, 10:30:04 AM
Load Help Tab last so it gets a chance to calculate the recipe changes after LongEventHandler.

If this is with regards to the VG fertiliser recipes, the load order didn't matter, just tested with helptab last aswell...
#42
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 26, 2017, 10:47:45 PM
Quote from: dburgdorf on June 26, 2017, 07:22:13 PM
Quote from: Antaios on June 24, 2017, 06:08:40 AM
Speaking of the Vegetable garden compatibility stuff, Dburgdorf, I think you missed some of the fertilizer recipes
If you're loading VG before FF, then none of those recipes should still be showing up in the game. And if you're loading VG *after* FF, well, those recipes aren't the only aspects of the mods' overlap that aren't being handled correctly.

After spending quite a while enabling and disabling random mods, I finally figured this out.
HelpTab is re-adding the recipes, I'm not exactly sure why yet, but it seems to do it by accident when it builds it's help database.
#43
Releases / Re: [A17] SimpleSidearms (1.2.0)
June 26, 2017, 12:02:15 PM
Quote from: lorebot on June 26, 2017, 10:50:06 AM
I'm not sure if it's a bug or not but when automatically switching weapons via this mod they're dropping the weapon they currently have equipped to pull out the next one

You can turn that off in the mod options:
#44
Quote from: wwWraith on June 24, 2017, 01:08:45 PM
Thanks for the update. But is it possible to make a radical improvement and to set the table search distance per pawn rather than per food type? It seems to be more natural and would be useful for pawns with poor movement or in the case of several colonies with different building concepts.
Hmm, It's not going to be easy, the base game is setup with values for food rather than pawns and I'm just changing the value at the moment. But I'll look into it, sure.
#45
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 24, 2017, 06:08:40 AM
Quote from: hoaxdream on June 24, 2017, 05:01:43 AM
when i enable this mod together with vegetable garden, the digging spot in vegetable garden wont show up in the game, bug?

It's part of the Fertile Fields vegetable garden compatibility stuff, which replaces digging in one spot for dirt with actually digging up dirt across the map.

Speaking of the Vegetable garden compatibility stuff, Dburgdorf, I think you missed some of the fertilizer recipes, specifically:
Butcher table: Make compost starter, Make fertilizer
Crematorium: Cermate into fertilizer
Campfire: Cremate into fertilizer