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Messages - dburgdorf

#16
Quote from: Dehaku on December 07, 2018, 10:28:10 PMI had assumed claiming the steam key disables my DRM-free releases... I'll look into it, thanks.

Ah. A fair concern, but in this case, unwarranted. You can use both versions of the game. A lot of players, I believe, actually do exactly what I suggested, using their Steam version of the game merely for access to mods in Steam's workshop, and playing exclusively the DRM-free version.
#17
You're obviously aware that you got a Steam key for the game when you bought the DRM-free version. Redeem it, download the Steam-only mod(s) you want from the workshop, then copy them from the workshop folder into the "Mods" folder of your DRM-free version of the game, and play.

No need to inquire here to have someone provide alternate distributions of mods the original authors may not want alternately distributed.  ;)
#18
Tools / Re: [LIB] Harmony v1.2.0.1
December 07, 2018, 01:46:16 PM
The conditional stuff will definitely be handy if I can actually get the patch working, but right now, it's just being ignored, and apparently, it's not just because there's something special about patching another mod. So I'll have to keep digging to try to figure out what's actually wrong.

For initial testing purposes, I just added WorkTab as a reference to PAC, and I'm trying to patch its method in exactly the same way I patch vanilla methods. (Before I did anything else, I wanted to make sure that the change I *think* will fix the incompatibility, actually *will* fix the incompatibility.) The vanilla patches all work, but the WorkTab patch does nothing.
#19
Off-Topic / Re: Count to 9000 before Tynan posts!
December 07, 2018, 09:45:22 AM
#20
Help / Using Harmony to Patch Another Mod?
December 07, 2018, 09:41:06 AM
(I already posted this question on the "Harmony" thread under "Tools," but figured I'd post here, as well.)

Is there a "trick" that I'm missing when using Harmony to patch a method in another mod instead of in the vanilla code?

I'm trying to patch a very minor change to "Work Tab," so that it and my "Pawns are Capable!" will (hopefully) once again work together nicely, just as a stop-gap until Fluffy can make the change properly. But the patch just seems to be ignored, even though all my other patches (to vanilla code) work just fine. And the Harmony debug log shows that the method I'm trying to patch is unaltered; there's no call added to it to either a prefix or a postfix (both of which I've tried).
#21
Tools / Re: [LIB] Harmony v1.2.0.1
December 07, 2018, 09:35:31 AM
Is there a "trick" that I'm missing when trying to patch a method in another mod instead of in the vanilla code?

I'm trying to patch a very minor change to "Work Tab," so that it and my "Pawns are Capable!" will (hopefully) once again work together nicely, just as a stop-gap until Fluffy can make the change properly. But the patch just seems to be ignored, even though all my other patches (to vanilla code) work just fine. And the Harmony debug log shows that the method I'm trying to patch is unaltered; there's no call added to it to either a prefix or a postfix (both of which I've tried).
#22
Quote from: N0xiety on December 07, 2018, 07:43:03 AMWild vegetation still grows on Fertile Fields tilled land.

As "Fertile Fields" does not, in any way at all, alter wild plant growth, I'd have been very surprised if someone had reported that wild plants *didn't* spread to unused tilled soil. But if you're tilling soil then not growing anything on it, well, that's on you.  ;)
#23
Off-Topic / Re: Count to 9000 before Tynan posts!
December 06, 2018, 09:49:58 AM
"First shalt thou take out the Holy Pin, then shalt thou count to 8,809, no more, no less. 8,809 shall be the number thou shalt count, and the number of the counting shall be 8,809. 8,810 shalt thou not count, neither count thou 8,808, excepting that thou then proceed to 8,809. 8,811 is right out. Once the number 8,809, being the 8,809th number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it."
#24
Realistic Planets has been updated:

- Revised acacia tree stats to match those of acacia trees in "Vegetable Garden." The trees have different defNames, so you may still end up with both versions of acacia on a map if you're using both mods, but the only difference now is visual; in terms of wood yield, etc., they are identical.

- Fixed an error created by the fact that "Infectious Creatures" redefines cobras in a way that made the mod think they were mod-added rather than vanilla creatures.

- Rewrote XML patches to improve load efficiency slightly.
#25
Wild Cultivation has been updated:

- Changed the defNames for agave seeds and for the agave seed extraction recipe to match those from "Vegetable Garden," to prevent duplication if both mods are in use alongside "Seeds Please!" (This will, unfortunately, produce errors the first time a game is loaded in which any of the original version of this mod's agave seeds exist.)
#26
I updated most of my mods today with minor revisions to the XML patches to improve efficiency. A few of the mods also have more noteworthy changes:

Archipelagos:

- Fixed an error created by the fact that "Infectious Creatures" redefines cobras in a way that made the mod think they were mod-added rather than vanilla creatures.

Etched Stone Walls:

- Removed patch previously required for smoothing NPS's basalt.

Fertile Fields:

- Plant scraps can now be used in silage and bulk kibble recipes added by "Vegetable Garden," if that mod is in use.

Fishing:

- Fish meat from this mod can once again be used to make sushi items from "Vegetable Garden," if that mod is installed.
#27
Quote from: Canute on December 03, 2018, 03:14:39 AMBut VG got one, since you are doing a modcheck for VG anyway (i think) you can patch that recipe too. And VG got Silage, a vegan animal food like kibble which use hay too.

Honestly, VGP is a mod in which I have very little interest; I don't use it, and pay attention to it only inasmuch as I occasionally have to patch "Fertile Fields" to fix a new incompatibility that VGP created.

That said, if you can tell me in which of VGP's "pieces" the recipes in question are found, I can throw in patches to fix them to work with plant scraps.
#28
Quote from: NoCanDo on December 05, 2018, 08:27:16 AMI mean the generation is all fine and dandy but there's no scattered bases anymore. Every faction has huge clusters of only their bases around. No mix and matching.

Does anyone even read update notes? *Sigh*

What you're describing isn't a bug; it's the mod's intended default behavior. In addition to allowing you to have faction settlement placement affected by a faction's race's "comfortable temperature" range, "Realistic Planets" now defaults to placing settlements in loose groupings, to simulate the existence of actual nations.

If for whatever reason you prefer the nonsensical purely random scattering of bases seen in the vanilla game, simply change the mod's options settings.
#29
Off-Topic / Re: Count to 9000 before Tynan posts!
December 04, 2018, 11:00:12 AM
#30
Quote from: ultra4 on December 02, 2018, 09:42:02 PMbulk kible and bulk compost dont use scraps

The "five at a time" compost recipe can use plant scraps, just as can the regular compost recipe. And there's no "bulk kibble" recipe in the vanilla game.