Fixed the issue preventing new colonies. Sorry about that! -_-
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#182
Releases / Re: [1.1] [KV] Change Mirror [ModSync RW]
May 01, 2020, 11:33:16 PM
Update:
Added "clearBuildingArea = false" attribute to change mirror
Added "clearBuildingArea = false" attribute to change mirror
#183
Releases / Re: [1.1] [KV] Path Avoid [ModSync RW]
May 01, 2020, 11:24:31 PM
Ok _now_ works with RIMMSqol
If downloading directly make sure to delete the old PathAvoid directory as the underlying file structure has changed with PathAvoid version 1.1.0.3
If downloading directly make sure to delete the old PathAvoid directory as the underlying file structure has changed with PathAvoid version 1.1.0.3
#184
Releases / Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
May 01, 2020, 11:22:08 PM
Thanks for the help Razuhl. Path Avoid now works with RIMMSqol
#185
Releases / Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
May 01, 2020, 05:02:26 PM
Changed path avoid designators to have an empty constructor. Still no buttons show up. What's missing?
Empty constructor:
https://github.com/KiameV/rimworld-pathavoid/blob/d85ccaa5125aea3db209446bb1cf03255e7a8051/Source/Designator_PathAvoid.cs#L60
Populating the designator:
https://github.com/KiameV/rimworld-pathavoid/blob/master/Source/PathDesignationCategoryDef.cs
Empty constructor:
https://github.com/KiameV/rimworld-pathavoid/blob/d85ccaa5125aea3db209446bb1cf03255e7a8051/Source/Designator_PathAvoid.cs#L60
Populating the designator:
https://github.com/KiameV/rimworld-pathavoid/blob/master/Source/PathDesignationCategoryDef.cs
#186
Releases / Re: [1.1] [KV] Path Avoid [ModSync RW]
May 01, 2020, 04:54:21 PM
hmm yeah i found rimmsqol mod and i see it's not working. I did what that mod's author said
#187
Releases / Re: [1.1] [KV] Path Avoid [ModSync RW]
May 01, 2020, 12:37:42 PM
Update:
Changed how designators are created so it'll hopefully work with rimsql
Changed how designators are created so it'll hopefully work with rimsql
#188
Releases / Re: [1.1] [KV] RimFridge [ModSync RW]
May 01, 2020, 12:32:12 PM
Thanks for the heads up, updated
#189
Releases / Re: [1.1] [KV] Change Mirror [ModSync RW]
April 30, 2020, 10:13:26 PM
Fixing an issue where alien races could spawn w/o heads.
There _may_ be an error that comes up when loading a save using the previous version of this mod. That error can be ignored and will not appear again after a new save.
There _may_ be an error that comes up when loading a save using the previous version of this mod. That error can be ignored and will not appear again after a new save.
#190
Tools / Re: [1.1] [KV] In-Game Definition Editor [ModSync-RW]
April 28, 2020, 04:02:33 AM
Update:
Added support for adding/removing tags for apparel
Added support for adding/removing tags for apparel
#191
Releases / Re: [1.1] [KV] Configurable Maps [ModSync RW]
April 14, 2020, 11:27:10 AM
Did you clone the repo or download from the release page on github? If the former that's the problem, dl from the release page
#192
Releases / Re: [1.1pre][1.0] HarmonyProfiler - Profile your mods or modpacks
April 06, 2020, 09:28:56 PM
Thank you again for this great mod! It's helped me find slow spots in some of my mods - especially change dresser - and find other mods that cause intermitant slow downs. Amazingly helpful!
#193
Releases / Re: [1.1] [KV] Change Dresser [ModSync RW]
April 03, 2020, 02:45:19 AM
Update:
Fixing an issue where the game would start to stutter as dressers get full of apparel (300+ items)
The pawns are very aggressive about optimizing apparel and the game is not meant to search through so many pieces of apparel. I've added code to prevent pawns from optimizing as often.
In addition I've added a new button to dressers - Dress From
Defaults to enabled. When disabled pawns will not search that dresser for apparel to use to dress with. For performance purposes i recommend disabling this for dressers that are use as dumps - ie apparel that will only be sold and not used.
Fixing an issue where the game would start to stutter as dressers get full of apparel (300+ items)
The pawns are very aggressive about optimizing apparel and the game is not meant to search through so many pieces of apparel. I've added code to prevent pawns from optimizing as often.
In addition I've added a new button to dressers - Dress From
Defaults to enabled. When disabled pawns will not search that dresser for apparel to use to dress with. For performance purposes i recommend disabling this for dressers that are use as dumps - ie apparel that will only be sold and not used.
#194
Releases / Re: [1.1] [KV] Weapon Storage [ModSync RW]
March 31, 2020, 12:05:55 AM
Update:
Fixed an issue where pawns would drop weapons when both hands/arms are damaged to the point they cannot hold weapon.
Important points:
There is a new mod setting (and a relatively new one) that play a part in this. These settings apply to dropping weapons as well
- Place Dropped Weapon In Storage (default true)
When any weapon is dropped by a player pawn, the weapon will try to be placed in storage. If there is no storage that can accept the weapon then the weapon will be dropped normally
- Allow Pawn to Drop Weapon (default false)
This will disable the Drop Weapon option from the right click menu. This also plays into this logic in that when a pawn loses arms, the equipped weapon will stay assigned to them instead of being placed into the weapon storage
Additional Point:
Shared weapons ignore the above settings and will be placed into storage. If no storage is available to accept the weapon then it will be dropped normally.
Fixed an issue where pawns would drop weapons when both hands/arms are damaged to the point they cannot hold weapon.
Important points:
There is a new mod setting (and a relatively new one) that play a part in this. These settings apply to dropping weapons as well
- Place Dropped Weapon In Storage (default true)
When any weapon is dropped by a player pawn, the weapon will try to be placed in storage. If there is no storage that can accept the weapon then the weapon will be dropped normally
- Allow Pawn to Drop Weapon (default false)
This will disable the Drop Weapon option from the right click menu. This also plays into this logic in that when a pawn loses arms, the equipped weapon will stay assigned to them instead of being placed into the weapon storage
Additional Point:
Shared weapons ignore the above settings and will be placed into storage. If no storage is available to accept the weapon then it will be dropped normally.
#195
Releases / Re: [1.1] [KV] Weapon Storage [ModSync RW]
March 30, 2020, 10:50:04 PM
Just tested and loads fine with Weapon Storage and Facial Stuff