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Messages - Dingo

#151
Outdated / Re: [A15] Miniaturisation Overloaded
November 27, 2016, 11:39:05 PM
Would you / anyone be interested in a method that does this without using any defs?
#152
You don't need to make them tex files. Unity reads PNG.
#153
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.
#154
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.
#155
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.
#156
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Outdated / Re: [A15] AlcoholV's Mod List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Outdated / Re: [A15] AlcoholV's Mod List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
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
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.
#163
Quote 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
Take it from them Nexus folk - call it "Unofficial RimWorld Patch".
#165
Have you read what it does at all?