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Author Topic: [1.0] [KV] Change Dresser (AlienRaces now supported) [ModSync]  (Read 66336 times)

UMK

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #120 on: January 03, 2018, 12:03:07 PM »

Hello, is it possible to make names of colonists and outfits visible while scrolling outfits manager? Currently it is very inconvenient.

« Last Edit: January 03, 2018, 12:06:25 PM by UMK »
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Kiame

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #121 on: January 03, 2018, 12:36:57 PM »

What a table of checks and x's with no references is hard to use!?

 ;D

Yeah i'll take a look at making that better
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UMK

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #122 on: January 03, 2018, 01:50:47 PM »

Also, mod really screws up caravans. During hostile encounters they become drafted and swap their gear with the one stored in dresser at base. But once they are undrafted, they swap to whatever I could not even figure out what it is, mostly naked. Had an unfortunate experience of them doing so the middle of an ice sheet during winter.
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Kiame

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #123 on: January 03, 2018, 02:17:26 PM »

The dressers in the base, are they able to receive what the pawns were wearing when they exited the world map and entered the encounter?
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Kiame

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #124 on: January 03, 2018, 04:45:32 PM »

Update:
-Fixing an issue where pawns could sometimes be naked when entering an encounter from the world map
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frenchiveruti

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #125 on: January 04, 2018, 10:29:24 AM »

Update:
-Fixing an issue where pawns could sometimes be naked when entering an encounter from the world map
Yeah, this happens all the time when I have a colonist with some forced apparel and they seem to just go bonkers and forget everything else.
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Harry_Dicks

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #126 on: January 05, 2018, 11:59:04 AM »

Is the assemblies folder not needed for this mod anymore? I had this mod a little over a week ago and it was working okay, but then as I was updating all of my mods, I downloaded the master version from github, and I was getting tons of errors no matter where I put it in my mod list. However, I started looking at my backup version that worked last time, and there is an Assemblies folder in there, but not from the master branch in github. I'm gonna try to re-enable it with my older version, it just sucks though because RimWorld takes about 6 or 7 minutes to restart for me now each time, so it can be quite time consuming doing lots of restarts trying to track down what's wrong! I will report back my findings ;)

EDIT: on the github releases page for this, it says the last release was October 25th. Can the release be updated, without changing the release date? Should I not ever be using the master branch? I'm feeling kinda dumb at the moment... -_-
« Last Edit: January 05, 2018, 12:03:07 PM by Harry_Dicks »
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Kiame

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #127 on: January 05, 2018, 12:21:53 PM »

do not use master as that only contains the code. use the direct download link in the first post

fyi the release's date is when it was first posted, not the last time it was updated
« Last Edit: January 05, 2018, 12:23:39 PM by Kiame »
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Canute

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #128 on: January 05, 2018, 12:39:51 PM »

Quote
EDIT: on the github releases page for this, it says the last release was October 25th. Can the release be updated, without changing the release date? Should I not ever be using the master branch? I'm feeling kinda dumb at the moment... -_-
That isn't your problem.
Kiame is using Github like it should be. All source codes into the master, and finished compiled stuff at the release zip.
But serveral other modder keep the finished compilied stuff (assemblies) at the master too and are too lazy to create an archive.

You just need to look, if the master contain Assemblies, you can download and use the master.
If the master just contain Source, you should look for a release archive.
No source and no assemblies, then it is just a XML mod, and the master should works fine too.

Harry_Dicks

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #129 on: January 05, 2018, 01:48:26 PM »

Quote
EDIT: on the github releases page for this, it says the last release was October 25th. Can the release be updated, without changing the release date? Should I not ever be using the master branch? I'm feeling kinda dumb at the moment... -_-
That isn't your problem.
Kiame is using Github like it should be. All source codes into the master, and finished compiled stuff at the release zip.
But serveral other modder keep the finished compilied stuff (assemblies) at the master too and are too lazy to create an archive.

You just need to look, if the master contain Assemblies, you can download and use the master.
If the master just contain Source, you should look for a release archive.
No source and no assemblies, then it is just a XML mod, and the master should works fine too.

C'mon man, if you read my post I'm checking both the master and releases page. My question pertained to the assemblies folder and if releases could be updated without changing the posting date, not whether or not Kiame is using github correctly.

The whole reason I was trying the master branch is because he's made many updates to the mod since October 25th, the date of the most recent release.

do not use master as that only contains the code. use the direct download link in the first post

fyi the release's date is when it was first posted, not the last time it was updated

Thank you Kiame, that was the answer I was looking for! ;D
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Harry_Dicks

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #130 on: January 15, 2018, 10:19:24 PM »

Hi Kiame, another silly question for you. Do you think it would ever be possible to have scheduled outfit changes? I ask because say I have "classes" for children, and I want them to wear school uniform during certain times of the day. Same with workers, have their construction vests and hard hats on during work day. But then when evening hits, they change into their cultist robes for eating and then a sermon. You could override it with drafting, I suppose.
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Kiame

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #131 on: January 16, 2018, 02:04:46 AM »

I can brainstorm about how scheduled outfit changes could work
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boogada77

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #132 on: January 27, 2018, 10:55:17 AM »

The mod is great for the storage and character appearance change, however I wish the uniform changing part was optional.  Especially since it seems a bit buggy at the moment, or at least I just can't get it to work right.
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Kiame

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #133 on: January 27, 2018, 02:08:11 PM »

Outfit changes are optional. Just don't assign outfits

What parts are not working for you or buggy? I'm not aware of anything that's not working atm
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boogada77

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Re: [B18] [KV] Change Dresser (AlienRaces now supported) [ModSync]
« Reply #134 on: January 29, 2018, 03:44:30 AM »

It was clearing forced items, and making my caravans members naked during random encounters like someone posted earlier.  Happily, it seems to have stopped while playing last night, but I honestly don't know what has changed to stop it from happening.  Wish I had something useful to share with you as to how or why this was happening for me.
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