Would you / anyone be interested in a method that does this without using any defs?
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#152
Help / Re: File structure when locating textures in xml defs - does it matter?
November 27, 2016, 10:06:22 PM
You don't need to make them tex files. Unity reads PNG.
#153
Releases / Re: [A15] Dingo's Miscellaneous Mods (Updated: November 27th, 2016)
November 27, 2016, 12:24:23 PM
Cooks Can Refuel updated to work for any meal production source that requires fuel. E.g. campfire, fuelled stove and most importantly - it now works for mod-added stoves and other refuelable meal sources.
Nov. 29th: HMTB also updated to assembly version 1.2. Fixed haulers not installing MinifiedThings.
Nov. 29th: HMTB also updated to assembly version 1.2. Fixed haulers not installing MinifiedThings.
#154
Outdated / Re: [A15] QualityBuilder - build like never before! (V 1.0.1)
November 26, 2016, 06:01:52 PM
QualityBuilder throws null exceptions when testing with my latest Hand Me That Brick release. I believe this is an error on your behalf, specifically in the detour for finishing frames / construction.
Error reproduction is very easy. Install latest QualityBuilder with latest Hand Me That Brick (you can find it in my Miscellaneous Mods thread).
After installation, start a new colony and disable construction for every pawn, but make sure you have pawns set to Haul. Designate a few QualityBuilder-enabled beds with available materials, and it'll error pretty soon afterwards.
if you can't reproduce the error please let me know via PM so I can send you a save file and a mod pack.
Error reproduction is very easy. Install latest QualityBuilder with latest Hand Me That Brick (you can find it in my Miscellaneous Mods thread).
After installation, start a new colony and disable construction for every pawn, but make sure you have pawns set to Haul. Designate a few QualityBuilder-enabled beds with available materials, and it'll error pretty soon afterwards.
if you can't reproduce the error please let me know via PM so I can send you a save file and a mod pack.
#155
Releases / Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
November 26, 2016, 04:49:59 PM
Thanks for the feedback Wishmaster, I'll adjust the work giver to account for 0-cost buildings. The reasonable lamps mod is very old and I wouldn't say it's balanced. It was one of my first XML modding attempts, more of a trial run than anything substantial.
HMTB has been updated on all release venues. It will now cause issues with QualityBuilder in the rare case that you have 0 pawns set as constructors but you have open construction tasks (probably specifically QualityBuilder tasks). I'm not exactly sure on the cause of this, but I am almost certain it's some mismanagement on QualityBuilder's end when it comes to its detour.
HMTB has been updated on all release venues. It will now cause issues with QualityBuilder in the rare case that you have 0 pawns set as constructors but you have open construction tasks (probably specifically QualityBuilder tasks). I'm not exactly sure on the cause of this, but I am almost certain it's some mismanagement on QualityBuilder's end when it comes to its detour.
#156
Unfinished / Re: (A15) Energy Weapons Expanded (Unfinished>Need Help!)
November 25, 2016, 06:16:52 PM
Unity accepts PNG textures.
#157
Outdated / Re: [A15] AlcoholV's Mod List
November 24, 2016, 09:06:51 AM
I doubt it would break savegames.
#158
Outdated / Re: [A15] AlcoholV's Mod List
November 23, 2016, 08:22:15 PM
Obviously if a mod injects defs dynamically through LongEventHandler it A) nullifies the need for the XML-based mod and B) makes it future-proof and also works for any mod-added items. It is strictly superior as long as the code is written well enough.
#159
Help / Re: Accessing list of things on powernet
November 20, 2016, 02:52:54 PM
You would want to use ListerThings as far as I know; but you need to share more than that code snippet to get help.
#160
Releases / Re: [A15] Dingo's Miscellaneous Mods (Updated: November 16th, 2016)
November 20, 2016, 02:00:41 PM
The short hash bug is caused by the wrong game version as far as I know. Does it show 1284 on the top left in main menu?
#161
Support / Re: Mods changing their order alone
November 20, 2016, 09:27:14 AM
Make sure you have read and write access for your AppData\LocalLow\Ludeon Studios folder, namely the ModsConfig.xml file.
#162
Bugs / Re: Game opens with debug tool open and many XML errors, maps do not generate
November 20, 2016, 09:24:29 AM
Looks like you have duplicate folders or something weird going on. I would do "delete local content" via Steam, then go into the Steamapps/common folder and make sure that the RimWorld folder is completely deleted. Also delete the folder "294100" in steamapps\workshop\content.
I would also go into your appdata/LocalLow folder and delete the Ludeon Studios folder. After that, reinstall.
I would also go into your appdata/LocalLow folder and delete the Ludeon Studios folder. After that, reinstall.
#163
Releases / Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
November 17, 2016, 07:45:19 AMQuote from: Morgloz on November 17, 2016, 05:35:27 AMDo you have other mods installed? RedistHeat does not have an item called CoolingPipe.
I believe CoolingPipe is from Rimushima.
#164
Outdated / Re: [A15] Zhentar's Vanilla Fixes v1.1 & Vanilla Tweaks v1.0 (updated 11/14)
November 14, 2016, 10:32:08 AM
Take it from them Nexus folk - call it "Unofficial RimWorld Patch".
#165
Releases / Re: [A15] Dingo's Miscellaneous Mods (Updated: November 11th, 2016)
November 11, 2016, 07:52:02 PM
Have you read what it does at all?