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Messages - Harry_Dicks

#1546
Outdated / Re: [A17] Feed the Colonists
January 03, 2018, 03:46:56 PM
Quote from: crusader2010 on January 03, 2018, 02:24:41 PM
The base folder of any mod (i.e. the folder containing the subfolders "About", "Defs", etc) should be named after the mod, but without any version and such as a prefix or suffix. Why? because after each update to the mod, you should also update the name of the base folder, which means that each new version will have a new base folder in the "Mods" folder of Rimworld, which means we need to keep renaming and deleting stuff to update a mod to a new version (be it a new mod build or a new Rimworld version) :)

I agree that I like when mods update, the base folder has the same name as the previous version. HOWEVER, I highly prefer if there is a version number in the rar/zip file name of the mod update I just recently downloaded, so that if I ever need to rextract the file, I don't have to figure out which is the newest by date because they all had the same archive name. Also when the mod author includes the version number in the base folder, I then will need to launch RimWorld, and turn on the updated mod and remember where it went it my load order. I suppose I could just launch RimWorld first with both the old and new versions of the mod, but I will still need to restart the game after putting the updated mod in it's correct spot. But if the base folder has the same name as the previous version, you can just delete the old folder, exract the new version of the mod to your /mods folder, your updated mod will already be in the correct spot as the last one, and you won't have to restart RimWorld again (which can take quite a long time when you have 250-300 mods!).

I suppose all of this is pointless though if the name of the base folder doesn't matter, as far as the game is actually concerned. Could anyone answer that for me still, please? ;D If that's the case, any mod that has a version number in the base folder I can just rename, and swap out the new for the old.
#1547
Quote from: Roolo on January 03, 2018, 02:59:27 PM
Quote from: Madman666 on January 03, 2018, 02:46:09 PM

I wish you luck then. That indeed sounds very plausible, if you use results of calculations that already happen anyway. Will this automatically also take into account how much time it will take for a pawn to get to the mount, when that decision is made?

Thanks. No for that I'd have to come up with a smart way of limiting the number of extra pathing calculations (or maybe eliminating them entirely at the cost of some accuracy). It would be a challenge but that's what makes modding fun IMO :)

Maybe look at how the mod While You're Up handles extra hauling jobs when pawns are going from one place to another. I'm not sure, but it just sounds like it could give you a rough idea on where to start or how to handle it.
#1548
Quote from: Vlad0mi3r on January 03, 2018, 12:37:50 AM
Game was running fine B18 updated and then it spat this error log.

https://gist.github.com/ecc3aec2b1fa16ecb614fcce8a2b2986

Hope this helps

Edit: sorry disregard the update forced a restart which cleared my mod list. I then just clicked down the list to activate my mods again. The order had changed and Hugs lib and Jecs tools had been shoved to the end.

I thought HugsLib and JecsTools supposed to be loaded right after Core?
#1549
Nevermind! Also can't delete threads in this forum?
#1550
Hello,

I was wondering if there could be a simple mod that would allow me to insert .png sprites into it to use for pawn's art sculptures. It would be fine if they could all be made of any wood or metal or stone, vanilla like. Just like vanilla statues, small, large, grand, and they would be thrown into the pool of the vanilla statues for a random selection when the statue is made. So everything, even resource cost, is exactly like in vanilla.

Or, if anyone knows of an art sculpture mod that does just like I have envisioned, but uses it's own assets, I could use that. Hypothetically if said mod exists, wouldn't I be able to just paste over the sprites that came with it, with my own, as long as they have the same file name?

Any help anyone could give me, will be greatly appreciated. I hope everyone is getting off to a great new year. Thanks! ;D
#1551
Could you not just get this mod from HardcoreSK Project?
#1552
Holy moley... this mod looks awesome! Gonna keep my eye on this one ;)
#1553
Releases / Re: [A18] - Animal Husbandry (SKHardcore)
January 02, 2018, 06:37:55 PM
I would love to have the "vanilla" version of this mod that doesn't require HardcoreSK, please! :)
#1555
Quote from: Arira on January 01, 2018, 07:16:16 PM
Was using it on A17 and want to use it on B18, but having issue with it.
I guess it conflict with something in my mod pack, game just crashes and error log only saying "KERNELBASE.dll caused an Access Violation"
output log Attempt to access invalid address
I could also provide my ModConfig, but cause i m using steam version of the game it will show
mod ids instead of names.

Also it happens only when Genetic Rim is turned ON. Any other mods of my list not causing crashes.

Tried changing the load order of Genetic Rim?
#1556
Woooohooooo! Thanks Haplo, you-da-man! 8)
#1557
Hell yeah, awesome man!  My future dreams for this mod have a new work type added, guard duty/sentry. Then you could have your sheriffs and other would-be-hat pawns patrol along a wall, or stand guard at the main gate! Or maybe they have to monitor the CCTVs and open/close remote doors from the "security" room ala Prison Architect. Setup custom sentry time schedules with Fluffy's WorkTab, and custom zones for all of the guards. Turn off raid warning with ED-EhancedOptions. Add in that truly "dark" mod or whatever it is. AND SPOTLIGHT TURRETS from Rikiki! HHHHHHHHNNNNNNNNNNNGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG! WANT... SO... BAD!!!!!
#1558
Yes I will definitely be using your mod over C&N just for the GeneticRim patch alone. I'm also very glad you have the mod split up with the factions, because that has become a bit of a problem for me with all of my mods, too many factions!

Also I wanted to ask you if this would be possible - is there anyway you could sort of "request" and orbital trader to come by, the same way you ask other factions to send a trader to you? I ask because I have been using Walking Problem's Trading Economy. The only issue is, it adds I think 6 factions to the game, when I really only want a few specific items from traders - steel, plasteel (well maybe not anymore thanks to your mod heh), and components. I understand I can make all the components and plasteel I want now with just steel, but it is nice being able to buy 500 components at once and not worry about it for a bit. The issue is, between all of my 290ish mods and Trading Economy, I have maybe 20 factions, plus a lot more "hidden" factions, and with all of that running in the background of a huge mountain base, with 25 pawns, 60+ bots and 80+ farm animals, and all my mods, my game starts running like dirt. It's even worse when a few caravans show up. So I'm trying to trim down and mitigate wherever possible. I've already removed Psychology and Hospitality, and installed MakeWarNotLove. However if I could have all of my trading needs taken care of by a drop ship, I could seriously cut down on a lot of bloat.

So is anything like that possible, or could it be a possible mod option? And if so, could we have any options for what the trader ships carries and/or how much? I'm not trying to pawn off all of my mod problems on you, but I figured I could at least put it out there, as I'm sure I'm not the only one in the boat of too much game, not enough processor! :P Thanks again for all of your time, I cannot manifest the words to express my gratitude!
#1559
Outdated / Re: [A16] Feed the Colonists
January 02, 2018, 04:28:40 PM
Quote from: accountssuck on January 02, 2018, 10:44:06 AM
Quote from: Mehni on February 17, 2017, 06:51:48 PM
I changed FTC so it defaults to not using insect meat, like the vanilla meals. It's a simple edit, but I thought I'd share.

https://www.dropbox.com/s/c3gqyoj6asdaxeq/A16_Feed_The_Colonists_-_no_insect_meat.zip?dl=1
I thank you sincerely for being the only person in this thread to provide a working download link and not some steam, nexus or mediafire bullshit.
As Wil Wheaton said:
https://plus.google.com/+WilWheaton/posts/Us8B7jpSL83

First off, there is nothing wrong IMO with mediafire or nexus. At least with mediafire you don't need an account. Also, that post is almost a year old for A16, are you sure that's the version you want? :)

EDIT: When I download the version from moddb, it doesn't have a base folder to go into, so I just made one named FeedTheColonists-A18. I was curious to know if anyone could tell me if the actual name of the base folder that mods rest in is important? I would assume so, because RimWorld might need the proper directory towards it to pull resources from. Is there anywhere in any of the files from any mod that would show me what the proper name for the base folder is supposed to be, if it does matter? Thanks!
#1560
Quote from: LewisDTC on January 02, 2018, 02:32:40 PM
That's probably because I repurposed some of the existing research ID's for my weapons: notably Multibarrelled Weapons and Charged Shot, which now unlock the minigun and charge tier of weapons respectively. Bad etiquette I know, but those techs were just so... cluttery.

However! As they still use the same IDs then any mods that use those techs will still work: they just appear in my panel with altered text.

(That, and the next update will add at least 6 towers to the game)

As for adding the mod to the Steam workshop? Nope - no intention of doing so. The community there is something I want no part of and I don't want to support a modding platform that tried to endorse locking mods behind a paywall. I will will possibly also upload on the Nexus in the future as a site I have used for a long time and have a lot of respect for.

Good for you man, I feel the same way as you. Honestly I used to have so much faith and love Valve, but that all started going away so many years ago. They are nothing like there were 20 years ago.

Also, with the minigun turret, will that interfere with any other mods that have one as well, or would I just have 2 seperate types of minigun turrets? I could have sworn I had the option to build it in my game, but searching through my mods I can't find out where it was coming from (290ish mods), and I'm in the middle of redownloading and fixing all of my mods so I won't be able to fire up a proper game for at least a couple more days.

Either way though, it is looking more and more like your mod will be one of the only 2-3 weapon mods that I will use. Everything looks so freaking nice, balanced, and the art style goes with RimWorld perfectly. Props to you! ;)