Any chance of this getting a 1.1 release? It really accelerated all the conditional patching operations
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#16
Tools / Re: [LIB] ModCheck: patch tests and error logging for mod loading
February 19, 2020, 10:59:29 AM #17
Releases / Re: [1.0 - 1.1] Alpha Animals - 2.0 (18/02/20)
February 18, 2020, 05:28:11 PM
Unstable version (for 1.1) available at GitHub: https://github.com/juanosarg/AlphaAnimals/releases
I'll wait until 1.1 is stable to update it on Steam, since at the moment multiversion support for 1.0 gives a stupid red error due to change of tags in about.xml
I'll wait until 1.1 is stable to update it on Steam, since at the moment multiversion support for 1.0 gives a stupid red error due to change of tags in about.xml
#18
Bugs / [1.0 - 1.1] PackageId tag in about.xml giving a red error in 1.0
February 18, 2020, 03:39:29 AM
Hi!
The way things are now, we can release the mods in both 1.0 and 1.1, but if we include the <packageId> tag in about.xml the mod will give a (harmless) red error when loaded in 1.0, since the XML parser finds something it wasn't prepared to parse.
Is there actually a way to fix this? I have noticed that if the tag isn't specified the game generates one with author.modname, but I don't know if that's cool or it's better that we generate them ourselves.
tc
The way things are now, we can release the mods in both 1.0 and 1.1, but if we include the <packageId> tag in about.xml the mod will give a (harmless) red error when loaded in 1.0, since the XML parser finds something it wasn't prepared to parse.
Is there actually a way to fix this? I have noticed that if the tag isn't specified the game generates one with author.modname, but I don't know if that's cool or it's better that we generate them ourselves.
tc
#19
Releases / Re: [1.0] Verb Expansion Framework (v1.1.5)
February 17, 2020, 07:59:24 AM
We want a DLL
#20
Releases / Re: [1.0 - 1.1] Genetic Rim - Combine animals to create new hybrids - v5.0 unstable
February 17, 2020, 07:58:39 AM
Unstable version (for 1.1) available at GitHub: https://github.com/juanosarg/GeneticRim/releases
I'll wait until 1.1 is stable to update it on Steam, since at the moment multiversion support for 1.0 gives a stupid red error due to change of tags in about.xml
I'll wait until 1.1 is stable to update it on Steam, since at the moment multiversion support for 1.0 gives a stupid red error due to change of tags in about.xml
#22
Releases / Re: [1.0] Genetic Rim - Combine your animals to create new hybrids - v4.5
December 15, 2019, 03:41:39 AM
Alpha hybrids are made in a new building, an Alpha GenePod
#23
Releases / Re: [1.0] Alpha Animals - 1.4 (18/05/19)
November 24, 2019, 03:40:13 AM
Yeah, peopel have reported it is Wild Animal Sex
#24
Releases / Re: [1.0] RimBees - 2.032 (10/11/19)
November 16, 2019, 05:08:07 AM
Just updated!
v2.04:
Added mod options to ignore rain, night-time, temperature and presence of nearby plants / materials
Added mod option for greenhouse bees, allowing bees to adjust to indoors temperatures, instead of outdoors
Adjusted bee insertion job timeout to be three times previous (120 rare ticks, which is half a day)
v2.04:
Added mod options to ignore rain, night-time, temperature and presence of nearby plants / materials
Added mod option for greenhouse bees, allowing bees to adjust to indoors temperatures, instead of outdoors
Adjusted bee insertion job timeout to be three times previous (120 rare ticks, which is half a day)
#25
Releases / Re: [1.0] Alpha Biomes - 1.0 (21/08/19)
November 14, 2019, 02:18:54 AM
I'll probably be adding some sort of volcanic landscape Or other cold biome
#27
Releases / Re: [1.0] RimBees - 2.0 (26/29/19)
November 13, 2019, 05:58:26 AM
Even if the hourglass goes away, the jobs are not cancelled, iirc, they are still queued. The hourglass goes away as a protection against unforeseen circumstances in which the job gets cancelled for some reason. If there wasn't a time limit, it would stay hourglassed forever. If you leave it alone the pawn should eventually get to it and insert the bees.
Or get more beekeepers
EDIT: actually, I'm wrong, it DOES reset the jobs, so if no pawns get around to it in some time it does stop them I think I'll make this configurable via options or something
Or get more beekeepers
EDIT: actually, I'm wrong, it DOES reset the jobs, so if no pawns get around to it in some time it does stop them I think I'll make this configurable via options or something
#28
Releases / Re: [1.0] RimBees - 2.0 (26/29/19)
November 12, 2019, 08:33:44 AM
I'm not sure I follow!
#29
Mods / Re: Can anyone champion my mod idea?
October 31, 2019, 03:17:50 AM
Yeah! I also tweaked it a bit to include Crepuscular creatures. Feel free to grab the code from https://github.com/juanosarg/AlphaAnimals/tree/master/Source/NocturnalAnimals The compiled DLL is on https://github.com/juanosarg/AlphaAnimals/tree/master/Assemblies
(also, XND, if you want to upload these changes to your repo, feel free!)
(also, XND, if you want to upload these changes to your repo, feel free!)
#30
Releases / Re: [1.0] RimBees - 2.0 (26/29/19)
September 28, 2019, 07:01:25 AM
Bee greenhouse pollination can be done, but it is not the norm. On the other hand I removed the specific material cost from climatized beehouses, they only cost wood and steel now so they can be used from the beginning until you get Desert or Arctic bees! They also now work at 40% speed instead of 30%.
What I absolutely need to fix is beehives deteriorating so quickly on VERY low climates, since that makes starting with the mod impossible.
What I absolutely need to fix is beehives deteriorating so quickly on VERY low climates, since that makes starting with the mod impossible.