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Messages - Rustic Fox

#16
Quote from: Harry_Dicks on February 04, 2018, 07:17:48 PM
Mister Rustic Fox. I have been having weird problems with my mod list that were plaguing me for awhile. Well today with the new TMagic update, my game was getting really borked, and it kept looking like it was all of these other issues. This is also something that has been happening to me for awhile now, forcing me to play musical chairs with my load order because of some unknown culprit. So today, the new TMagic was messing up, so I decided to use it as a guinea pig and play the process of elimination by half, by moving TMagic around, I was able to narrow down who was the bad guy. Turns out, it was Blocks Convert. You are redefining a core def, and this is causing issues for every mod that might rely on what you redefined that is loaded after your mod. Other mod authors have told me that this seems to be an issue with B18 releases, so I'm sure you are not the only one who has had this happen.

Anyway, I am a fan of your mods, and I do appreciate all the work that you do. I wanted to let you know of your mistake, so you can fix it for others too. And I just maybe had to vent a little bit after spending about an hour playing with my broken mod list  ::)

https://ludeon.com/forums/index.php?topic=34067

Here is the issue, from Buildings_Production.xml

  <ThingDef Name="BuildingBase" Abstract="True">
    <category>Building</category>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <selectable>true</selectable>
    <drawerType>MapMeshAndRealTime</drawerType>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <repairEffect>Repair</repairEffect>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <filthLeaving>BuildingRubble</filthLeaving>
  </ThingDef>

The bug has been patch you can get the fixed version on steam or GitHub
#17
Hey sorry i must have forgot to remove it when i updated it to B18 i will fix that
#18
Mods / Re: [Mod idea / request] Blood transfusions
January 31, 2018, 04:46:36 PM
it is definitely possible but they would need to add some new systems to the main code for it to really be a meaningful addition.
#19
Update
Resource Replicator V1.3.0

- Added Glitter Tech Support

New Mod Live
Burst Mortars
**  No Steam or Drive Link Atm Steam will not let me upload for some reason **

#20
Quote from: tentaceltrap on January 26, 2018, 02:03:36 PM
Thanks for your mods - I used P rimitive Floors for a while and was glad to see it updated. Is it intentional that the new collection of bamboo floors are made of wood? Besides they seem slightly expansive to me (for 5 wood I get a log wall, for 15 wood a square of bamboo floor) but it might be an effect related to other mods I use..
I see where you are coming from but wood floors don't give beauty bamboo floors do I tried to make it fit in with the base game cost to beauty wise.
#21
When new versions are released it will also be accompanied by patch notes
#22
Most of the projects now have GitHub Pages where from now on all old and updated version will be available.
#23
Mostly just changing some descriptions and rearranging my research tab for upcoming mods nothing big.
#24
Update
Primitive Floors Now V2

- Increased Build Cost
- Added Extended Woodworking Support
- Added New Preview Image
- Added Missing Flammability Stat
- Added Missing Burn Defs
- Added 11 New Floors
- Increased Tiki Floor (Fancy) work to build From 85 to 120
- Lowered Beauty of all floors to 1 except Tiki Floor (Fancy)
- Changed Weave Floor Size to 128 to make it look better
- Added Architect Sense Support
- Added Stuffed Floors Support
#25
Mods / Re: Help Wanted - Looking For C# Coder
January 16, 2018, 10:31:53 PM
Thanks, Mehni but my attempts have failed so if anyone else is willing to do it for me.
#26
Mods / Re: Help Wanted - Looking For C# Coder
January 15, 2018, 04:01:53 PM
Im just want some options to enabled/disable certainly features maybe some variable options
#27
Mods / Re: Help Wanted - Looking For C# Coder
January 15, 2018, 10:54:55 AM
No plans to atm maybe in the future who knows
#28
Mods / Help Wanted - Looking For C# Coder and Artist
January 14, 2018, 10:29:54 PM
I am looking for a C# coder(s) and a and a few artists to help me add some options and graphics for my mods.

C# Coder:
- Block Convert V2.0.0 (Few options for the mod)
- Strange Plants V2.0.0 (Few options to enable/disable certain plants)

Artist:
- TBA Mod (2 More complicated workbench)
- TBA Mod (A few building textures)
- Strange Plants V2.0.0 (Plant Textures)

You will be credited for your work send me an msg we can talk more in detail about what I am looking at and I can send you a current build for the mod.

Any help is appreciated! Thanks in advance! :)
#29
Mods / Re: How do I update my mod version number?
January 14, 2018, 09:35:37 PM
Quote from: Jaxxa on January 14, 2018, 08:42:10 PM
You will want to Upload it in game.

Check that:
- You are running the Steam Version of Rimworld.
- Rimworld is in Dev Mode.
- You have a "PublishedFileId.txt" in your about Folder, this is what Rimworld uses to know what mod it is to Update and not a new mod. You can get it from Downloading the steam version.
-You may have to have the mod installed manually, not the steam version to update the Steam version (I have not checked that but I usually upload from a manual install version.)

Those are some good points
#30
Now that's a raid. and holy shit resources