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Messages - Kiame

#16
Update: 1.3.2.5
Added a "Set All" and "Set Filtered" option for helmet hide behavior
#17
Update: 1.3.1.0
Impassable maps can now be used for Archonexus maps.
#18
Releases / Re: [1.3] [KV] Configurable Maps [ModSync RW]
September 05, 2021, 05:47:28 PM
Update: 1.3.2.5
Quest maps will now have Mountain and Water setting applied to them again. Both values will have a limit of 0.7 to make sure there's enough open space to spawn the required assets. Please let me know if this causes any issues and what quest type it broke on.
#19
Quote from: evilbob on August 25, 2021, 10:56:34 AM
unfortunately, there is no save and load option

First question, did you download the repo from the main github page? If so that's the problem as that's not compiled code. Instead follow the direct download link from the main page or click this link for the 1.3 release zip: https://github.com/KiameV/rimworld-SaveStorageSettings/releases/download/1.3/SaveStorageSettings.zip
#20
Releases / Re: [1.3] [KV] Faction Control [ModSync RW]
August 22, 2021, 05:41:29 PM
Quote from: Canute on August 22, 2021, 04:39:18 PM
Not sure if there is another setting, but i can see the Hutts at the settings and could disable them.
Maybe his problems are more the other errors he got at the rimworld startup.

Take another look. That's not for disabling the Hutts, the settings on the right are for Settlement Density and whether to override the density for that faction.

Setting the number of factions or disabling them is all part of the base game now and it's up to the mod authors to add support.
#21
Releases / Re: [1.3] [KV] Faction Control [ModSync RW]
August 22, 2021, 03:41:47 PM
The setting for "Override Faction Max Count" is really just me trying to fix other people's stuff for them.

If that doesn't make a modded faction come up in the base game's selection then the authors of those mod simply have to add "<maxConfigurableAtWorldCreation>9999</maxConfigurableAtWorldCreation>" to their faction's def. Simple as that.
#22
Update: 1.3.1.0
Fixing an issue where saved operations to install body parts was loading every body part as left.
#23
Update: 1.3.1.0
-Finally tracked down the issue causing pawns to continuously try to insert and item and have it spit back out
-Fixed an issue where medical supply count would grow without end
#24
For the stack issue, there's nothing i can really do there. I've added logic for any infinite storage to collect all stacks around it on saves to avoid this from happening. You point out the one case i can't prevent - an infiinite storage is moved and the stack it had created was not moved prior to a save.
#25
Releases / Re: [1.3] [KV] Call Trade Ships
August 17, 2021, 09:19:21 AM
Dont download the code version from master as that does not have dlls.

Thank you for letting my know the link was broken, it's fixed now

https://github.com/KiameV/rimworld-calltradeships/releases/download/current/CallTradeShips.zip
#26
There's one path through the code that incorrectly records when items get removed so it doesnt record anything getting removed (it could be that the add is incorrect though)

I have an idea of how to fix it generally but I'd like to at some point figure out what's causing that issue. I know the body part storage is where it happens the most so i think I don't have an operation patch working correctly.

I'll add the workaround to my list of things to look into - basically every 10 or so seconds i can have infinite storages recompute what's stored in it.
#27
Curious if you empty it then collect all does it fix the weight?
#28
Releases / Re: [1.3] [KV] Change Dresser [ModSync RW]
August 15, 2021, 11:20:21 AM
Update: 1.3.2.0
Greatly improved Custom Outfits.
- Added the ability to switch dressers from Custom Outfit window
- Custom Outfit apparel will be able to be created from any dresser selected as "Dress From"
- Select a player Pawn and the [Use Dresser] button now lists "Custom Outfits". This will open the Custom Outfit window with the current pawn selected using All dressers.
- Fixed a few issues I found with how apparel that was added to Custom Outfits was handled. Hopefully I've caught most of the avenues by which apparel was getting duplicated.
#30
Update: 1.3.2.0

Now includes hairs from "Don't Shave Your Head" - https://ludeon.com/forums/index.php?topic=36597.0

A new setting has been added to enable "Don't Shave Your Head" (DSYH) hairs. It is enabled by default.

When enabled, If a hair override is found and is applicable in DSYH then that hair will be used. If no hair is found, the original hair model is used.