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Messages - Dingo

#166
New release: Grenade Fix: Rearmed

This mod essentially does the same thing Grenade Fix did in A14 (and subsequently in A15 with my updated version).

However, instead of overriding ThingDefs with XML, this mod dynamically injects minRange for ANY ThingDef that uses an explosive projectile. This means it works with all content mods and is ready for future alphas in-case they add more explosives.

The "injection" occurs after all defs are loaded upon opening the RimWorld client, once per client load. If you mess with your mod list I recommend that you restart the game as well.
#167
Quote from: Arnold Rimmer on November 06, 2016, 10:00:26 PM
Can you add a thingy in your mod's settings to control -when- the Notifications are autoclosed?

Sure. I added a field there where you can input the number of hours ACEN will wait before closing notifications. Thank you for your input!
#168
Refactored Work Priorities updated.

Fixed custom haul work givers to prioritise correctly (thanks Zhentar!).

Separated all custom work givers in the menu to be individually togglable.
#169
Another non-critical fix for your next release:

Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.
#170
Alright, Zhentar said you need the dummy to load the assembly on time. However, you shouldn't keep it separated as that causes an error.

Here is a fixed version you can use.
#171
That's because it uses class defaults but you should never rely on that for XML bases.
#172
You should not use InjectorDummy.xml if it's not required. The game throws an error when trying to load the def.
#173
In Buildings_Furniture.xml you use the abstract class BuildingBaseX but your parent names are still BuildingBase.
#174
Outdated / Re: [A15] Expanded Traits and Misc Mods
November 06, 2016, 01:48:01 PM
Looks like you could've used a multi-staged trait to do the Novice/Rookie/Veteran stuff. You can use one generic defName and have different stages/sub-commonalities so that the game can only roll one of them if it rolls the master defName for a pawn.

You sort of did the same thing by having conflictingTraits but it's less elegant. :P

It might be a bit late for that now since removing those defNames and merging them will break existing saves; but if you ever want to refactor the mod and just require a new save for the new version I would definitely merge those.
#175
Does Rumours & Deception work well with mods like Psychology / Herzblatt? It sounds really good!
#176
RWP updated according to recent posts. It includes HugsLib, HaulRawPlantFood has been changed to HaulRottable and I added another WorkGiver that checks for deterioration and hauls according to highest DeteriorationRate to lowest.

Thanks again to merthsoft for helping with code syntax, and Marvin/Dave for nudging me to update the mod. :P

Side note: ACEN and HMTB are also updated and you should install the latest version if you are using them (I recommend deleting the old files as well). Only thing updated for this is HugsLib 1.0.5 instead of 1.0.4 which fixes a Mod Settings issue.
#177
General Discussion / Re: A16 Hype
November 04, 2016, 04:10:14 PM
Finally, I can fulfil my dream of a RimWorld World Conquest.
#178
I actually already had unused code to do items with deterioration. I wanted to see if people start reporting issues with RWP after adding HaulPlantFoodRaw but it seems fine. I also forgot about updating the mod. :P

I'm stealing your idea of "is roofed?" though, ha!
#179
So your problem is you have a ton of rice deteriorating away to nothing and/or in need of hauling, that's what I figured at first but I wasn't sure. I could add HugsLib and make a mod menu for my custom workgivers so you can disable them in-game as you see fit.
#180
I'm afraid I don't fully understand what you're trying to say. Either way my code shouldn't do anything to zone priorities.