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Messages - historic_os

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1
Works with 1.3.
I pushed an update on steam. If you use manual download - just use the last version. It still works in 1.3 even if shown as "outdated".

2
Releases / Re: [1.2-A15] Industrial Rollers 2.5.0 - Free your haulers!
« on: January 12, 2021, 08:15:27 PM »
Updated to 1.2
No actual changes made to the mod.

3
Hey guys! It's been a while!

Update - Version 2.5.0
RimWorld 1.1 Update (DL link in main post)
- Updated the mod for RimWorld 1.1
- You can now change the max distance between two connected underground belts in game options.
While I still recommend using the default 6 cell distance balance, you may extend or shorten it in the mod settings.

4
Releases / Re: [B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
« on: October 18, 2018, 09:02:54 PM »
So glad I thought this mod may have been dead. I have not played B18 or B19. I was into A17 so much. But I'm back for 1.0 and this is a great mod. Waiting patiently for 1.0 update. Thank you in advance.
It's here! :-)

5
Releases / Re: [B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
« on: October 18, 2018, 09:01:50 PM »
Update - Version 2.4.03 (Again, no change)
RimWorld 1.0 Update (DL link in main post)
Same as previous version, just RimWorld version number change.

1.0 Finally!
No difference between B19 and 1.0 for Industrial Rollers.
You can use the mod in both versions of RW even if it appears red in your mod list.

6
Releases / Re: [1.0] Mod Announcements Thread
« on: October 18, 2018, 07:59:53 PM »


Industrial Rollers updated for RimWorld version 1.0.
Lets you setup an automated conveyor belt system to transfer items directly to stockpiles and free hauler's time!

7
Releases / Re: [B19-A15] Industrial Rollers 2.4.03 - Free your haulers!
« on: August 29, 2018, 09:11:23 AM »
Update - Version 2.4.03
RimWorld B19 Update (DL link in main post)
This version is exactly the same as previous 2.4.03.
The only difference is the game version number to make it work with B19. Hence, no mod version number change.

8
Is there a way to get the industrial rollers, pullers to be precise, to work with hydroponics? Unfortunately, placing hydroponics down removes the growing zone underneath of them.
Hydroponics work differently as they are (most of the time) multiple separated structures forming multiple stockpiles.
At the moment they are not supported. However, if you use Industrial Rollers with Project Rimfactory you can have Rimfactory harvest hydroponics and drop the crop to a cell in which you can place rollers and achieve the same effect.

9
Releases / Re: ModSync RW
« on: July 18, 2018, 10:42:02 PM »
if Kiame does that for his 10+ mods, other modders can do that easily. Also, responding to people asking about bugs with "it was already fixed, just download the new version" literally takes more time than uploading the modsync file.

Regardless, previous iterations of modsync had around 160 mods. so yes, some mods will certainly support it.

to add to this general conversation: automatic version detection is the ideal but impossible scenario and we need to accept it. we've gone over it in past modsync threads, but the main points are:
1. mods are not similar. a mod can be either XML item mod,  an assembly or just a scenario.  the game does not force a version indication of mods. it doesn't even offer one.
2. mods use many distribution pipelines. some use cloud, version control, direct hosting,etc.. you can't force modders to use github.
3. even if you do force some type of source control, you can't determine what is a "build" and what's just a push of changes not ready for release.  most modders don't use releases or branches.

the best approach to get such project adopted is by helping. Kiame has made the whole project open source and anyone interested can easily add a new agent where every idea can be implemented and added to the arsenal for modders that could find it the ideal solution for them.

10
Update - Version 2.4.03
RimWorld 1.0 Unstable support first bug fix iteration (DL link in main post)
QoL
- Pullers will be now default to "DO FOREVER" once built instead of "STOPPED".

Bug fixes
- Fixed a bug that caused Pullers to pull built structures and furniture from stockpiles.
- Fixed a bug causing Puller buttons (widgets) to disappear when using the Save Storage & Outfit Settings mod. Support for the mod is back as well!


Note, this is a test build for RimWorld build 1.0.1938. Please report any issues.

11
It seems like there is a confusion in stockpiles now between "in" and "on" as both type of items now considered as contained in a stockpile.

I came across this bug when a user reported unexpected behavior in the RW 1.0 version of my mod.
It's a minor bug and i doubt it actually matters to the vanilla game, but figured its best I report it just in case.

For example, if you build a lamp inside a stockpile(installed, not minified).
The lamp thing category will be "Building" as opposed to "Item" when minified.
This is the expected behavior, obviously. However, the stockpile instance will now:
1. Include it in its AllContainedThings
2. This one i might be wrong about (can't remember for sure) but:
On default storage settings, its StorageSettings.AllowedToAccept(Thing) method will return true when given the Building type thing.

To reproduce, you will need to be able to debug and print stockpile's contained things.
Just place a lamp in a stockpile and it will be contained in the Zone_Stockpile.AllContainedThings variable.
Here's a picture of the stockpile returning a Building type as contained item(installed lamp):



I'm assuming this is a bug and not intended change. If it was intended, feel free to ignore this report.

12
no problem! the save storage settings mod is great, I'll try to fix this during the weekend so both mods could work together again

13
you should have those buttons(also often referred in this forum as gizmos or widgets) on every puller. are you sure you didn't place a "pusher" instead? (pusher is red puller is blue).

if you did place everything correctly then it's most likely a mod conflicting thats removing the buttons. try a new game with just Industrial Rollers and see if you have them.

I did encounter this issue with pullers at v1.0 when using Kiame's save storage and outfit settings mod. so if you have this one it might be the problem. if that's the case, I already received a fix from him but haven't had the chance to add it yet.

as mentioned before, a screenshot generally helps to better understand the issue.

14
Hey,

@hadiyanfaz
I'm gonna refer to this image from the main post image


Try to set your puller to zero restrictions to better understand the problem:
1. select your puller
2. press the storage tab - allow all items
3. press the zone button (in the image the one that says "Woodsen shelf..."). change it to "DO FOREVER".
4. press the "Pulling Settings" button. make sure both sliders are all the way to the far left. it should say do pulls every hour and unlimited pulls.

If the steps above did not solve your issue, attach a screen shot of your setup. Also, try to test with no other mods active to make sure its not a mod conflict.

@Ian_Suffix,@Resurak ty for helping out!

@Caelumpanache
As for the bug reported above where pullers pull furniture:
That sounds hilarious, just the type of bug to expect from a new game version:)
I'm a bit busy but ill try to take a look at it in the next couple of days(no promise).

15
Releases / Re: [1.0] Mod Announcements Thread
« on: June 25, 2018, 10:43:02 PM »
Industrial Rollers updated for RW B19.
Lets you setup an automated conveyor belt system to transfer items directly to stockpiles and free hauler's time!

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