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Messages - falconne

Pages: [1] 2 3 ... 11
1
Releases / Re: [1.1] HugsLib (7.2.1) Lightweight modding library
« on: May 22, 2020, 06:49:01 AM »
Thanks, yes it works now. Thanks for spotting the HugsLibChecker, I think I forgot to remove the NuGet package from this mod.

2
Releases / Re: [1.1] HugsLib (7.2.0) Lightweight modding library
« on: May 20, 2020, 09:11:05 PM »
After the 7.2.0 update I have an issue in my Heat Map mod. The mod is designed to display widget on screen (free floating, not inside a dialog) that displays the outdoor temperature. Clicking this widget should toggle a temperature overlay.

After the 7.2.0 update, clicking these free floating widgets does nothing. Manually reverting back to 7.1.4 makes everything work again. You can reproduce this issue by adding this snippet of code into the OnGUI() method of a ModBase derived class:

Code: [Select]
public override void OnGUI()
{
    if (Widgets.ButtonText(new Rect(100f, 100f, 100f, 100f), "foo"))
    {
        Logger.Message("Here");
    }
}

Clicking this button will not display the log message in 7.2.0 (but will work in 7.1.4).

Any idea what's changed here?

3
Updated to 1.1

4
Updated to 1.1

5
Updated to 1.1

6
Releases / Re: [1.1] HugsLib (7.0.2) Lightweight modding library
« on: February 29, 2020, 11:35:02 PM »
I'm not sure if this is related to HugsLib, but after updating from 6.x, in the Mod Settings dialog, some of my mods randomly show up as "Unnamed Mod". I can force the correct name by adding a
Code: [Select]
Settings.EntryName = "My Mod Name" line into
Code: [Select]
DefsLoaded() but I didn't need to do that before, it always read the Mod name correctly. Could this be related to changes to the Settings handling in the update notes?

7
Releases / Re: [1.1] HugsLib (7.0.1) Lightweight modding library
« on: February 28, 2020, 06:17:06 PM »
The recommendation is to use Harmony 2.0.0.7 for the duration of Rimworld 1.1.
As before, shipping the Harmony assembly with your mod is only necessary if you don't have a dependency on HugsLib.

Thanks, I'll update the Harmony version I build against. Should I also build against the latest 7.x version of HugsLib? I noticed the versions have gone back and forth a bit.

And yes, I don't ship and bundled version of Harmony or HugsLib. I guess this issue is caused by mods that did and now some people have multiple versions?

8
Releases / Re: [1.1] HugsLib (7.0.1) Lightweight modding library
« on: February 28, 2020, 04:08:26 PM »
After I updated my BetterWorkbenchManagement mod to 1.1 and HugsLib 6.2.1, a number of players are getting this error. Only some people get it, others are reporting it's working fine. My first instinct was conflicting versions of Harmony. Do you think this is related to issues you've had with the recent update?

I'm fetching HugsLib v6.2.1 via NuGet, which brings in Lib.Harmony 2.0.0.6. Can you advise what versions of the two I should build against? Should I update to the latest of each or are those still problematic?

For reference this is the patch class here the issue arises.

9
Releases / Re: [1.1] Better Workbench Management (QoL mod)
« on: February 27, 2020, 05:11:02 AM »
Update to v1.1

10
Updated to 1.1

11
Releases / Re: [1.0] Better Workbench Management (QoL mod)
« on: February 22, 2020, 03:19:08 PM »
Yes I will update all my mods soon

12
Latest update now forces name labels of friendly animals blocking shooters to be shown in green, even if animal labelling is off in game preferences.

13
Has a bug been introduced? Yesterday this was working fine and now shooters won't fire "over" shielded melee pawns. They turned blue - which was great - but they had clear shots (as in clear LOS) except for fully shielded pawns that were engaged.

There were 'friendly' animals mixed up in the combat - would that be a reason to hold fire?

I'll experiment some more ...

Great mod btw!

I just tested with shielded pawns and that doesn't appear broken, they didn't cause shooters to stop. Friendly animals will if you have that option turned on the mod settings. Unfortunately animals don't change colour as their name is not show on the map by default. You can temporarily turn on labels for all tame animals in the game options and then they will change colour. I will see about making animal names show up regardless if they are blocking shooters.

The previous update increased the miss radius used for low skill shooters as mentioned in my previous post, so maybe your seeing that. If you're used to the old one tile radius you might need to readjust your placements. You can check the shooters actual fore cone by clicking their weapon on the pawn toolbar and hovering over the intended target so you can see if the animals are in the red area.

14
In the latest update, shooters who are being blocked by friendlies (but would otherwise have a target) will have their name on the map and in the Colonist Bar be written in cyan. Likewise, the first friendly blocking any shooter will show up in green.

15
Hey, so ToWild radius has actually been made dynamic with B19 rather than the old fixed 1.9 cell radius. You can find the values in ShootTuning in Verse.

Latest version now accounts for the larger miss radius

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